The Champion must charge any enemy within charge reach at the start of the turn, or advance as close as possible. If he is part of a unit he will leave it to do so. The Champion gains +1A, and an extra +1A when he charges.
Source: Warhammer Fantasy: 4th Edition
The Champion must charge any enemy within charge reach at the start of the turn, or advance as close as possible. If he is part of a unit he will leave it to do so. The Champion gains +1A, and an extra +1A when he charges.