Source: Warhammer Armies Project

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 dice result rolled for the charge.

If a unit makes a failed charge it moves directly towards the target a distance equal to the highest score result rolled on the charge roll (for example, 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.

failed-charge
The blue unit has declared a charge against the red unit. The blue unit's normal move is 4", and it manages a roll of 3, for a total charge range of 7". However, the red unit is 8" away — the charge has failed. The blue unit must now move 3" (the highest result of the two dice they rolled), wheeling to face directly towards the red unit.

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