Source: Warhammer Fantasy: 5th Edition

Move Chargers
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Once any compulsory moves are complete, it is time for the player to move any units that have declared a charge. Chargers are moved towards their target in accordance with the movement rules in the next section. When troops charge they move twice as fast as normal, representing a run or gallop, and this double speed move is called a charge move. For example, troops with a normal move of 4 per turn have a charge move of 8".

Sometimes you may find yourself able to charge an enemy unit in the flank or rear. This is particularly good as an attack from an unexpected direction will sometimes throw the enemy into a panic and might give you an advantage in combat too. A charging unit's position at the start of the movement phase determines whether it charges into the flank, the rear or the front of the enemy unit.

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Front, Flank & Rear Zones: A unit's front, flank and rear zones extend out from its corners forming 4 quadrants of 90° as shown above.

If the charging unit is in the target's frontal zone when the charge is declared it charges into the front. As units generally begin the game facing each other this is the most common situation. If the charging unit comes from the flank zone it charges into the side; if in the rear zone it charges into the rear. See the diagrams below.

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A unit in front of its enemy will charge the front, a unit to the side will charge the flank, and a unit behind will charge in the rear, as shown in this example.
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Often the position of a charging unit straddles two areas, in which case you must judge which area the unit is mostly in. If the situation is so close you can't determine where a unit should charge then roll a dice to decide.

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