Source: Warhammer Fantasy: 4th Edition

Charging
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Chargers are moved when compulsory movement is finished, and before you move the rest of your troops. Make sure you have completed all of your charges before moving other troops. Chargers are moved at double their normal speed, but must make deductions for terrain and crossing obstacles the same as other troops. For example, mounted knights with a move of 6", once a deduction has been made for armour, may charge 12". If they are moving over difficult terrain they move at half rate, reducing their charge to 6"

Before you move the charging unit check that the enemy has declared his response and that troops electing to flee have been moved and troops electing to stand and shoot have done so. Measure the distance between the chargers and their target.

If you have estimated your move incorrectly you may find your troops can't move far enough to reach their intended target. If this is the case the charge has failed. The unit is moved its normal move distance rather than its double speed charge, directly towards the intended target then comes to a halt. Your troops have begun to charge, realised that it is impossible to cover the distance and their movement has petered out as they lose impetus and enthusiasm. A unit that fails its charge cannot shoot with missile weapons that turn.

A charging unit may wheel once in order to line itself up with the enemy. Apart from this wheel a charging unit cannot manoeuvre at all. This means that chargers can never turn, change formation or wheel more than once. This is because the chargers are running fast once the charge has begun, and are completely unable to execute delicate manoeuvres.