Determine Charge Distance

With all the charge reactions declared and resolved, it's time to see whether or not the charges were successful! There are many factors that can prevent a charge hitting home. The unit might become disordered as it surges forward, with warriors jostling one another in their haste to reach the prey. Perhaps the charging unit is simply unwilling to close with the enemy, and therefore hesitant in their advance. Or it may simply be a loss of momentum as the chargers tire more quickly than it was believed that they would.   Work through the charges one at a time, in any order decided by the player whose turn it is, calculating the charge distance for each and resolving the resultant successful or failed charge before moving on to the next unit (the only exception is when several units charge a single target – see Multiple Charges on a Unit).  

Calculating Charge Range

An infantry unit's charge range is equal to 2D6". If the charge range is equal to or greater than the distance to the enemy unit, the charge is successful. If the charge range is less than the distance to the enemy, the charge is failed.   It is only right that units can charge further than their Move value, as we're assuming them to be going all-out in order to get to grips with the foe. Even compared to a March, this flat out rush towards the enemy is not so disciplined as it is driven by bloodlust or desperation! To represent this, as well as the caprices of fate, a unit's charge range is a rolled value. This can make charges somewhat uncertain at greater distances – just as they would be in real life.   With the unit's charge range established, measure the distance between the charging unit and its target. If the distance is greater than the charge range, then the charging unit realises that if has insufficient momentum to reach the enemy and instead makes what we call a failed charge. If the distance is less than or equal to the charge range, then the charging unit has reached the enemy and makes a successful charge.   If you're charging several enemy units, remember that the rolled charge distance must be sufficient to reach both units, otherwise the charge can only be resolved against those units within range.  

Failed Charge

A unit that makes a failed charge moves directly towards its target a number of inches equal to the highest dice rolled for the charge.   A unit that makes a failed charge has started towards the enemy, but soon realises that it is impossible to cover the distance. The warriors in the unit lose impetus as the enthusiasm for the charge peters out.   If a unit makes a failed charge it moves directly towards the target a distance equal to the highest score rolled on the 2D6 of the charge roll (i.e. if the dice showed 2 and 5, the failed charge move would be 5"), wheeling around impassable terrain and units, both friends and enemies, by the shortest route. As with normal movement, the charging unit that failed its charge must stop 1" away from any friendly or enemy units.  
The Chaos Warriors have declared a charge against the Goblins. The Chaos Warriors’ made a normal move of 4" in the Movement phase, and then rolled a result of 6 on their 2D6 (a 5 and a 1). Alas, the Goblins are 7" away – the charge has failed. The Chaos Warrior unit must now move 5" (the highest result of the two dice they rolled), wheeling to face directly towards the Goblins. This could put them in a vulnerable position, not the list of which is a possible counter charge!  

Unexpected Problems With Your Charge

Sometimes you'll declare a charge thinking that it can be completed, but then discover that proximity of other units, terrain or just whimsical and unkind geometry (by which I mean 'it won't fit') prevents the charge from being completed. In such circumstances, the charge counts as an impossible charge and the unit is not moved.  

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