If your opponents stand and shoot it is possible that they may cause sufficient casualties to force a Panic test as you charge in. Panic tests and other special psychological tests are explained later in the Psychology section. This might result in your charge being brought to a halt before contact is made with the enemy. This is why it is important to work out fire from enemies who stand and shoot before moving chargers. If the chargers are out of missile range at the beginning of their charge, then work out missile casualties at the maximum range of the weapon.
If your opponents flee as you charge then they will move directly away from you either 2DG" or 3D6" depending on whether their movement rate is up to 6" or more than 6" as explained later. It may be that fleeing troops move too far for the chargers to catch them, in which case the chargers move a normal move exactly as for any other failed charge.
If fleeing troops do not move far enough away to avoid their attackers then they are in deep trouble! If the chargers have sufficient movement to catch them then the entire fleeing unit is destroyed. The chargers only need to catch one model to destroy the whole unit as it flees. The fleeing troops are run into the ground by their enemy or scattered beyond any hope of recovery. See the rules for fleeing troops in the Close Combat section for more details.