Moving chargers is perfectly straightforward in most cases. However, a battle being what it is, fought over infinitely variable terrain and subject to the strangest of circumstances, charging can sometimes degenerate into a tangle of units scattered all over the countryside. If players bear in mind the following principles they should be able to sort out even the most complex situations.
Firstly, make charges one unit at a time. The position of a charging unit may affect the ability of another to reach its target. The charging player may decide in which order he will move his units.
A charging unit must be able to see its enemy. That is to say, the enemy unit must lie within the 90° arc of vision of at least one model in the unit. A charging unit that is already facing its enemy can advance directly forward in a straight line until it hits the enemy target.
Alternatively, a charging unit can wheel at the start of its move in order to face its enemy. It must do this if it would not otherwise hit the enemy unit or if it would not hit the enemy's front/side or wherever the charge is aimed. A wheel must result in more models entering the combat than would do so by charging directly forward. A wheel that reduces the number of models that would otherwise fight is not allowed.
Apart from this initial wheel no other manoeuvres are allowed in a charge. Units cannot wheel again, nor may they turn, nor can they change their formation.
Once the charging unit has struck its opponent the combat is committed and it only remains to align the antagonists where the charge has been made at an angle. Bear in mind what is really happening. The two units have clashed and some warriors in advance of the rest have struck the enemy first, but the rest will pile in beside them and gradually both sides come together into a pulsating wave that ebbs and flows as the troops fight. For purposes of the game we simply move the combatants against each other so that a battleline is formed, and for the sake of convenience it is easier to move the chargers. Therefore, the charging unit is aligned to its target as show in the next diagram.
This extra 'wheel in' happens automatically and can result in some models moving further than their normal charge distance. On the whole this isn't worth worrying about, however, in extreme circumstances this can appear odd. For example, if a very long line of troops is involved in an oblique charge over a long distance.
In this situation it is suggested that individual models in the front rank of the charge are permitted to move no further in total than 3 times their normal move (in other words their charge move + an extra normal move). Any models in the front rank which must move further than this to reach their target are automatically repositioned to a rear rank and the unit's formation is altered accordingly.
A player who charges in such an extreme manner is really asking too much of his troops. There is the further consideration that a player might use this rule to his advantage or might inadvertently gain advantage from it causing embarrassment all round. Therefore, a player who is forced to reduce his unit's front rank in this way loses the normal advantage of striking first during the charge - the troops strike in Initiative order instead. In addition, any charging bonuses for weapons are ignored. Furthermore, the charger loses all benefits from rank bonuses that would normally apply to his combat result for that turn. These penalties represent the general exhaustion of the chargers and the state of confusion amongst their rapidly rearranged ranks.