<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=101_-_Charges</id>
	<title>101 - Charges - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=101_-_Charges"/>
	<link rel="alternate" type="text/html" href="https://wiki.warmahordes.net/index.php?title=101_-_Charges&amp;action=history"/>
	<updated>2026-04-28T03:32:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.1</generator>
	<entry>
		<id>https://wiki.warmahordes.net/index.php?title=101_-_Charges&amp;diff=10&amp;oldid=prev</id>
		<title>imported&gt;Warmachine University contributors: Imported from HTTrack HTML mirror</title>
		<link rel="alternate" type="text/html" href="https://wiki.warmahordes.net/index.php?title=101_-_Charges&amp;diff=10&amp;oldid=prev"/>
		<updated>2022-04-22T02:34:36Z</updated>

		<summary type="html">&lt;p&gt;Imported from HTTrack HTML mirror&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; font-size: 90%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Crash_Course_(101)&amp;quot; title=&amp;quot;Crash Course (101)&amp;quot;&amp;gt;101 Articles&amp;lt;/a&amp;gt;     &amp;lt;br/&amp;gt; (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexdaae.html?title=Template:101_article_list&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;u&amp;gt;Models&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Model_Types&amp;quot; title=&amp;quot;101 - Model Types&amp;quot;&amp;gt;Model Types&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_The_Statblock&amp;quot; title=&amp;quot;101 - The Statblock&amp;quot;&amp;gt;The Statblock&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Card_Icons&amp;quot; title=&amp;quot;101 - Card Icons&amp;quot;&amp;gt;Card Icons&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Gameplay&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Game_Turn&amp;quot; title=&amp;quot;101 - Game Turn&amp;quot;&amp;gt;Game Turn&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Movement_%26_Combat&amp;quot; title=&amp;quot;101 - Movement &amp;amp;amp; Combat&amp;quot;&amp;gt;Movement &amp;amp;amp; Combat&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;Charges&amp;lt;/strong&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Within&amp;quot; title=&amp;quot;101 - Within&amp;quot;&amp;gt;Within&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Attacks &amp;amp;amp; Actions&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Attacks_%26_Actions&amp;quot; title=&amp;quot;101 - Attacks &amp;amp;amp; Actions&amp;quot;&amp;gt;Making Attacks &amp;amp;amp; Actions&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Damage_Type&amp;quot; title=&amp;quot;101 - Damage Type&amp;quot;&amp;gt;Damage Type&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Spray_Attacks&amp;quot; title=&amp;quot;101 - Spray Attacks&amp;quot;&amp;gt;Spray Attacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_AOE_Attacks&amp;quot; title=&amp;quot;101 - AOE Attacks&amp;quot;&amp;gt;AOE Attacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Free_Strikes&amp;quot; title=&amp;quot;101 - Free Strikes&amp;quot;&amp;gt;Free Strikes&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Disabled_Boxed_Destroyed&amp;quot; title=&amp;quot;101 - Disabled Boxed Destroyed&amp;quot;&amp;gt;Disabled Boxed Destroyed&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Battlegroup&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Warcasters&amp;quot; title=&amp;quot;101 - Warcasters&amp;quot;&amp;gt;Warcasters&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Warjacks&amp;quot; title=&amp;quot;101 - Warjacks&amp;quot;&amp;gt;Warjacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Warlocks&amp;quot; title=&amp;quot;101 - Warlocks&amp;quot;&amp;gt;Warlocks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Warbeasts&amp;quot; title=&amp;quot;101 - Warbeasts&amp;quot;&amp;gt;Warbeasts&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Army_List_Construction&amp;quot; title=&amp;quot;101 - Army List Construction&amp;quot;&amp;gt;Army List Construction&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Concealment_%26_Cover&amp;quot; title=&amp;quot;101 - Concealment &amp;amp;amp; Cover&amp;quot;&amp;gt;Concealment &amp;amp;amp; Cover&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Terrain_Rules&amp;quot; title=&amp;quot;101 - Terrain Rules&amp;quot;&amp;gt;Terrain Rules&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=101_-_Terrain_List&amp;quot; title=&amp;quot;101 - Terrain List&amp;quot;&amp;gt;Terrain List&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LPG&amp;quot; title=&amp;quot;LPG&amp;quot;&amp;gt;LPG Articles (Intermediate)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LOTS&amp;quot; title=&amp;quot;LOTS&amp;quot;&amp;gt;LOTS Articles (Advanced)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;This article is part of Warmachine University&amp;#039;s &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Crash_Course_(101)&amp;quot; title=&amp;quot;Crash Course (101)&amp;quot;&amp;gt;Crash Course (101)&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; series, which is &amp;quot;Basic Training&amp;quot; aimed at new players who are still learning the core rules.&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;  &amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;The 101 series is intended to &amp;lt;b&amp;gt;help&amp;lt;/b&amp;gt; you understand the rulebook, but you shouldn&amp;#039;t be reading this &amp;lt;b&amp;gt;instead&amp;lt;/b&amp;gt; of the rulebook.&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Charges are a very important part of Warmachine gameplay. They let a model move faster and do more damage, but this bonus comes with restrictions.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;General&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; The charging model must have both its Normal Movement and its Combat Action available. (ie it hasn&amp;#039;t forfeited one of them for some reason).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The charging model must have LOS to it&amp;#039;s charge target &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; it moves.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Some model types have extra requirements if they want to charge:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Troopers in a unit must receive an order, normally the Press Forward order.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Warjacks and Monstrosities must spend one focus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Warbeasts must be forced for one fury.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Horrors must spend one essence, if their outer ring is crippled.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Movement&amp;quot;&amp;gt;Movement&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;width:302px;&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Charge_angle.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;&amp;quot; class=&amp;quot;thumbimage&amp;quot; height=&amp;quot;248&amp;quot; src=&amp;quot;/images/thumb/9/91/Charge_angle.jpg/300px-Charge_angle.jpg&amp;quot; srcset=&amp;quot;/images/thumb/9/91/Charge_angle.jpg/450px-Charge_angle.jpg 1.5x, /images/thumb/9/91/Charge_angle.jpg/600px-Charge_angle.jpg 2x&amp;quot; width=&amp;quot;300&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;magnify&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;internal&amp;quot; href=&amp;quot;File_Charge_angle.html&amp;quot; title=&amp;quot;Enlarge&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/div&amp;gt;The grey &amp;lt;a href=&amp;quot;/index.php?title=Horgenhold_Forge_Guard&amp;quot; title=&amp;quot;Horgenhold Forge Guard&amp;quot;&amp;gt;Forge Guard&amp;lt;/a&amp;gt; has a 2&amp;quot; melee range and it is charging the blue &amp;lt;a href=&amp;quot;/index.php?title=Tormentor&amp;quot; title=&amp;quot;Tormentor&amp;quot;&amp;gt;Tormentor&amp;lt;/a&amp;gt;. &amp;lt;br/&amp;gt;It can choose a direction that goes to either of the green positions, or anywhere in between those two positions. &amp;lt;br/&amp;gt;It &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; choose the far left position as a charge angle, even though the building is going to block its movement. It will stop when it contacts the building, and have a failed charge.&amp;lt;br/&amp;gt;It can &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; charge over to the red position, because that direction would &amp;lt;i&amp;gt;never&amp;lt;/i&amp;gt; get it in melee with its charge target.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Bonus&amp;lt;/b&amp;gt; - The charging model gets +3&amp;quot; movement. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Restrictions&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You have to move in a straight line towards the target. You don&amp;#039;t have to move &amp;lt;i&amp;gt;directly&amp;lt;/i&amp;gt; towards your target - see diagram.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; The direction you pick has to get you in melee with the target. You can&amp;#039;t just go haring off on a weird diagonal.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You can&amp;#039;t go past your charge target. More on that below.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The direction you pick can be blocked such that you are forced to fail the charge. It just has to be &amp;quot;theoretically&amp;quot; possible to get in melee with the target along that line. Blocking yourself in can sometimes be tactically useful.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Charges are blocked by obstacles (normal walks and runs can move over obstacles just fine). All movement is stopped by &amp;lt;i&amp;gt;obstructions&amp;lt;/i&amp;gt;.&amp;lt;br/&amp;gt;If you have something like &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Flight&amp;quot; title=&amp;quot;Flight&amp;quot;&amp;gt;Flight&amp;lt;/a&amp;gt;, &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Pathfinder&amp;quot; title=&amp;quot;Pathfinder&amp;quot;&amp;gt;Pathfinder&amp;lt;/a&amp;gt;, etc then obviously you can ignore certain types of terrain.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Result&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If you finish your charge movement in melee range with your charge target, you have made a &amp;lt;b&amp;gt;successful charge move&amp;lt;/b&amp;gt;. You must turn to directly face your charge target, then you can move on to Combat.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If they&amp;#039;re &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; in your melee range, then your activation will &amp;lt;b&amp;gt;immediately end&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You cannot use an &amp;quot;At Any Time&amp;quot; ability if you fail a charge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The only thing you&amp;#039;re allowed to do on a failed charge is resolve an Assault attack (if you have the Assault special rule at all). More about that in the Intermediate article &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LPG_-_Shooting_while_in_melee&amp;quot; title=&amp;quot;LPG - Shooting while in melee&amp;quot;&amp;gt;LPG - Shooting while in melee&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Combat&amp;quot;&amp;gt;Combat&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If your charge movement is successful and more than 3&amp;quot;, the damage roll for your first melee attack is automatically boosted (+d6 damage).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Null bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If your charge movement is successful but less than 3&amp;quot;, it is a successful charge &amp;lt;b&amp;gt;move&amp;lt;/b&amp;gt; but it doesn&amp;#039;t count as a charge &amp;lt;b&amp;gt;attack&amp;lt;/b&amp;gt;. &lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You don&amp;#039;t get the +d6 damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You don&amp;#039;t get any bonuses that directly reference &amp;quot;charge attacks&amp;quot; (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Brutal_Charge&amp;quot; title=&amp;quot;Brutal Charge&amp;quot;&amp;gt;Brutal Charge&amp;lt;/a&amp;gt;, &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Lance&amp;quot; title=&amp;quot;Lance&amp;quot;&amp;gt;Lance&amp;lt;/a&amp;gt;, &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Set_Defence&amp;quot; title=&amp;quot;Set Defence&amp;quot;&amp;gt;Set Defence&amp;lt;/a&amp;gt;, etc). &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Cavalry&amp;quot; title=&amp;quot;Cavalry&amp;quot;&amp;gt;Cavalry&amp;lt;/a&amp;gt; models get really sad - more on that in a different lesson.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This &amp;quot;you made a successful charge but it doesn&amp;#039;t count as a charge attack&amp;quot; normally only comes up for units that get the Press Forward order. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You can&amp;#039;t spend focus/fury/etc to boost the damage again. But you can stack &amp;lt;i&amp;gt;additional dice&amp;lt;/i&amp;gt; on to the damage roll (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Weapon_Master&amp;quot; title=&amp;quot;Weapon Master&amp;quot;&amp;gt;Weapon Master&amp;lt;/a&amp;gt;).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If your first attack can damage multiple models (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Thresher&amp;quot; title=&amp;quot;Thresher&amp;quot;&amp;gt;Thresher&amp;lt;/a&amp;gt;) then only the damage roll against your actual charge target is automatically boosted.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Already_in_melee&amp;quot;&amp;gt;Already in melee&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You absolutely can declare a charge even if you&amp;#039;re already in melee. It&amp;#039;s just more difficult to execute because:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If you charge a model you are in melee with, you&amp;#039;ll struggle to move 3&amp;quot; and get the charge bonus without breaking the &amp;quot;thou shall not pass&amp;quot; issue (described below).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you charge something else, the other model(s) already in melee will block most of your charge lane and/or get free strikes vs you.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With units, it&amp;#039;s quite common to start the unit&amp;#039;s activation with some troopers in melee and some outside. You give the charge order, and the &amp;lt;i&amp;gt;entire&amp;lt;/i&amp;gt; unit has to obey the charge rules when it comes to their movement. Notably:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; The ones already in melee can&amp;#039;t freely &amp;quot;shuffle around&amp;quot; to make more space. They have to move in a single straight line, even if they only move 0.25&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The ones already in melee have to turn to directly face their target, even if they moved 0&amp;quot;.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Redirected_Attack&amp;quot;&amp;gt;Redirected Attack&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Sometimes before you get a chance to make your charge attack, your charge target will be destroyed or move out of your melee range.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;When this happens, you get a chance to redirect your attack:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Your redirected attack is &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a charge attack, and you &amp;lt;b&amp;gt;don&amp;#039;t&amp;lt;/b&amp;gt; get auto-boosted damage vs the new target.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You must still use your Combat Action to make either &amp;quot;initial melee attack(s)&amp;quot; or a &amp;quot;special melee attack&amp;quot;. &amp;lt;br/&amp;gt;You can&amp;#039;t swap to a gun just because your charge target is gone.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Your new target must be in melee range, LOS, etc&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Thou_Shall_Not_Pass&amp;quot;&amp;gt;Thou Shall Not Pass&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;width:302px;&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Charge_past.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;&amp;quot; class=&amp;quot;thumbimage&amp;quot; height=&amp;quot;228&amp;quot; src=&amp;quot;/images/thumb/5/57/Charge_past.jpg/300px-Charge_past.jpg&amp;quot; srcset=&amp;quot;/images/thumb/5/57/Charge_past.jpg/450px-Charge_past.jpg 1.5x, /images/5/57/Charge_past.jpg 2x&amp;quot; width=&amp;quot;300&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;magnify&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;internal&amp;quot; href=&amp;quot;File_Charge_past.html&amp;quot; title=&amp;quot;Enlarge&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/div&amp;gt;The grey &amp;lt;a href=&amp;quot;/index.php?title=Menite_Archon&amp;quot; title=&amp;quot;Menite Archon&amp;quot;&amp;gt;Menite Archon&amp;lt;/a&amp;gt; has Flight and a 2&amp;quot; melee range; it is charging the blue &amp;lt;a href=&amp;quot;/index.php?title=Trencher_Blockhouse&amp;quot; title=&amp;quot;Trencher Blockhouse&amp;quot;&amp;gt;Blockhouse&amp;lt;/a&amp;gt;. &amp;lt;br/&amp;gt;It &amp;lt;b&amp;gt;cannot&amp;lt;/b&amp;gt; charge to the red position, even though the red position is within 2&amp;quot; of the target. Because the Archon has not kept the charge target in it&amp;#039;s melee range.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There is a rule with charge movement that can be paraphrased as: &amp;lt;i&amp;gt;Once your charge target is in your melee range, it cannot leave your melee range.&amp;lt;/i&amp;gt; This rule means you cannot charge past your charge target, then spin around to get them back in melee range. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;It is particularly relevant for models that can move &amp;lt;i&amp;gt;through&amp;lt;/i&amp;gt; their charge target (with abilities like &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Flight&amp;quot; title=&amp;quot;Flight&amp;quot;&amp;gt;Flight&amp;lt;/a&amp;gt; or &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Incorporeal&amp;quot; title=&amp;quot;Incorporeal&amp;quot;&amp;gt;Incorporeal&amp;lt;/a&amp;gt;) but can also come up with small models with large melee ranges &amp;quot;skimming past&amp;quot; larger targets.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;See also the diagram.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;.22Fail-Charge.22&amp;quot;&amp;gt;&amp;quot;Fail-Charge&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A model cannot run after casting a spell or using their feat. This rule exists to prevent players slinging spells around, then sprinting backwards to safety; the intention is to force players to play their spellcasters more aggressively.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;However a model can &amp;lt;i&amp;gt;charge&amp;lt;/i&amp;gt; after casting a spell or using a feat. This is only applicable to models that can actually cast spells before charging (i.e. models with a FOCUS, FURY, or ESSENCE stat can cast spells &amp;quot;at any time&amp;quot;). It doesn&amp;#039;t apply to models that use their Combat Action to cast spells (i.e. models with a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Magic_Ability&amp;quot; title=&amp;quot;Magic Ability&amp;quot;&amp;gt;Magic Ability&amp;lt;/a&amp;gt;).&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Players figured out a way to &amp;#039;exploit&amp;#039; the charge rules to let their caster move a little faster after casting spells. The &amp;#039;exploit&amp;#039; is that you can declare a charge  vs &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; enemy in your LOS, even if you blatantly don&amp;#039;t have enough movement to reach them (for instance, it&amp;#039;s Turn 1 and both armies are still in their deployment zones). Since they&amp;#039;re so far away you move SPD+3&amp;quot; then they&amp;#039;re not in melee range so you fail the charge.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;This trick is useful on Turn 1, when most of your army is running but you want your caster to cast some buff spells; getting your caster to move SPD+3&amp;quot; means they won&amp;#039;t fall too far behind the runners. This trick can be useful on other turns too.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Many new players feel like fail-charges are an exploit when they first hear about it, but it has been part of the game since 2003 and has never changed, so it&amp;#039;s probably going to stay. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Note: This &amp;quot;cannot run/charge after using a spell/feat&amp;quot; rule ...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; does not apply if you have &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Combat_Caster&amp;quot; title=&amp;quot;Combat Caster&amp;quot;&amp;gt;Combat Caster&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; does not apply to &amp;quot;Mini-Feats&amp;quot; (the term Mini-Feat is not actually a game term).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; does not apply to non-spell &amp;quot;At Any Time&amp;quot; abilities (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Battle_Plans&amp;quot; title=&amp;quot;Battle Plans&amp;quot;&amp;gt;Battle Plans&amp;lt;/a&amp;gt;). &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; when it comes to caster units (and/or &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Asphyxious4&amp;quot; title=&amp;quot;Asphyxious4&amp;quot;&amp;gt;Asphyxious4&amp;lt;/a&amp;gt;) there is a weird interaction with the &amp;quot;cannot run/charge after casting spells&amp;quot; rule and the Press Forward order&amp;#039;s &amp;quot;Must run or charge&amp;quot; rule. This interaction is too complex to include in this basic training, but you can &amp;lt;a href=&amp;quot;/index.php?title=Template:RC_Warcaster_Unit&amp;quot; title=&amp;quot;Template:RC Warcaster Unit&amp;quot;&amp;gt;read about it here if you want to&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Assault_attacks_.26_Impact_attacks&amp;quot;&amp;gt;Assault attacks &amp;amp;amp; Impact attacks&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Assault attacks and Impact attacks are in cahoots with the charge rules. They are covered in the intermediate lessons:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Assault: &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Shooting_in_melee&amp;quot; title=&amp;quot;LPG - Shooting in melee&amp;quot;&amp;gt;LPG - Shooting in melee&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Impact: &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cavalry&amp;quot; title=&amp;quot;LPG - Cavalry&amp;quot;&amp;gt;LPG - Cavalry&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
NewPP limit report&lt;br /&gt;
Cached time: 20220727043506&lt;br /&gt;
Cache expiry: 86400&lt;br /&gt;
Dynamic content: false&lt;br /&gt;
CPU time usage: 0.068 seconds&lt;br /&gt;
Real time usage: 0.382 seconds&lt;br /&gt;
Preprocessor visited node count: 41/1000000&lt;br /&gt;
Preprocessor generated node count: 97/1000000&lt;br /&gt;
Post‐expand include size: 2596/2097152 bytes&lt;br /&gt;
Template argument size: 0/2097152 bytes&lt;br /&gt;
Highest expansion depth: 2/40&lt;br /&gt;
Expensive parser function count: 0/100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Transclusion expansion time report (%,ms,calls,template)&lt;br /&gt;
100.00%    6.723      1 - -total&lt;br /&gt;
100.00%    6.723      1 - Template:Index_101&lt;br /&gt;
 29.85%    2.007      1 - Template:101_article_list&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Saved in parser cache with key warmachi_mw26-mwjg_:pcache:idhash:13913-0!*!0!!en!5!* and timestamp 20220727043505 and revision id 106707&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>imported&gt;Warmachine University contributors</name></author>
	</entry>
</feed>