Failed Charge
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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.

The Chaos Warriors have declared a charge against the Goblins. The Chaos Warriors’ normal move is 4", and they manage a roll of 6, for a total charge range of 10". Alas, the Goblins are 11" 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.

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