Complete Your Charge
Successful chargers now move into base contact with the enemy. They move directly forward, but are permitted one wheel of up to 90º as they move, and another of unlimited arc once in contact. As many models as possible from the two units must be brought into base contact.
If your charge range was sufficient, it's time to complete the charge and move into base contact with the enemy. A charging unit can move an unlimited amount – it's already been found to be within charge range, so we don't worry about distance from this point on.
That said, the charge move is subject to an important restriction: the unit must move straight ahead, except that, during this move, it may make a single wheel of up to 90º.
You are free to make this wheel in order to place your unit wherever you like against the facing of the enemy unit that is being charged, but remember that you must bring as many models into base contact with the enemy as possible, from both sides! Therefore this wheel cannot be used to reduce the number of models in base contact, unless of course you have no choice, and you need to wheel for the unit to avoid intervening units and impassable terrain in order to complete the charge.
It's important to note that a unit can move to within 1" of another unit when charging – not just the one that it is charging – this is the only time that this is normally allowed.
2. In this unit, three out of the five Goblins in the front rank are in the Dwarfs' flank, so the unit charges into the flank.
3. The majority of these Wolf Riders are in the rear arc of the Dwarfs, so they make a rear charge.
4. In this case it is hard to tell where the majority of the front rank lies, so it is best to roll a dice to decide between a flank and rear charge.
Align To The Enemy
On most occasions, moving the chargers in the manner described previously will leave the charging unit and the target unit in base contact at a peculiar angle with an odd gap in between, which looks fairly strange. Of course, what would happen in a real battle is that the warriors of the two units would quickly move to attack their enemies and, in so doing, close the gap – so this is exactly what we do in Warhammer. Once the charging unit contacts the enemy unit, it must perform a second, bonus wheel if required to bring its front facing into flush contact with the facing of the enemy unit that has been charged, maximizing the number of models in base contact on both sides. We refer to this as 'closing the door'. Declare charge. Wheel to maximize models in contact. Move in. Close the door.Can't 'Close The Door'?
Sometimes a charging unit can move into contact with its target, but cannot close the door because something else lies in the way, normally another unit or a piece of terrain. Where this happens, the charging player should attempt to complete the charge in such a manner as to avoid the obstruction. This can normally be achieved by increasing or decreasing the amount the charging unit wheels as it moves, or changing how the charging unit closes the door. In some cases the enemy unit might have to close the door with the chargers instead (see diagram below), as they would do in reality. If no amount of finagling can allow the unit to avoid the obstacle, the charge fails. There is one important principle that you should always keep in mind when charging: under no circumstances can a unit use its charge move to move into contact with an enemy it has not declared a charge against. The Wolf Riders declare a charge. They wheel to maximise and avoid the terrain. They move into contact with the enemy. The charging unit cannot close the door, because a rock is in the way, so the enemy unit does instead.Flank & Rear Charges
Sometimes you may find that your models are able to charge an enemy unit in the flank or rear. This is particularly good because an attack from an unexpected direction gives you an advantage in combat. A charging unit's position when the charge is declared determines whether it charges into the front, flank or rear of the enemy unit. If the charging unit is in the target's frontal zone when the charge is declared then it charges into the front. As units generally begin the game facing each other, this is the most common situation that will arise. However, if the charging unit comes from the flank zone, it charges into the side; if in the rear zone, it charges into the rear. Whether a charger is in the front, flank or rear of its intended target is determined before charges are declared, so make sure you check before charge reactions are declared. If a charging unit straddles two zones, then the unit is considered to be in the zone where the majority of the models in its front rank are. If there is no clear majority, roll a dice. 1. These Goblin Wolf Riders are wholly within the Dwarfs' forward arc, so charge the front of the enemy unit.2. In this unit, three out of the five Goblins in the front rank are in the Dwarfs' flank, so the unit charges into the flank.
3. The majority of these Wolf Riders are in the rear arc of the Dwarfs, so they make a rear charge.
4. In this case it is hard to tell where the majority of the front rank lies, so it is best to roll a dice to decide between a flank and rear charge.
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