Charging is more than yelling and rolling dice. White Dwarf’s updated tactica by Stephen Box proves it fast.
This piece rounds out recent movement and shooting deep dives. Consequently, the Charge phase becomes your second movement window. Therefore, let’s break down why and how to use it like a pro.
Why Charging Matters Right Now
Charging destroys units, but it also repositions you. Consequently, you can grab objectives you could not reach in Movement. Moreover, smart charges expand board presence on mission maps. Additionally, you can block routes or tag guns to stall firepower. Therefore, every charge should chase damage and tempo together.
Order of operations wins combats before dice roll. For example, the Ork player should charge the Deff Dread first. Consequently, it soaks Overwatch and leaves space for Warboss and Meganobz. Moreover, that spacing lets everyone Pile In 3 inches and swing. If you flip the order, you can literally block yourself out.
Fights First can flip a scrum against you. Your chargers gain it, yet some enemies already have it. Howling Banshees, a Judiciar led Marine unit, Lelith, and others do. Therefore, they strike before your chargers if engaged. However, charging a Forgefiend into Banshees is fine, since it tanks their weak melee.
Sometimes you charge simply to get in the way. Consequently, pin a Fire Prism, Hydra, or similar shooter with infantry. That vehicle then eats a Ballistic Skill penalty to shoot. Moreover, Kommandos, Dragoons, Outriders, Gargoyles, and Raptors excel here. A power klaw nibble each turn is the rude bonus.
Objectives reward gutsy charges and tidy OC math. You can kill the holders or just outscore them. Moreover, Battle shock in combat helps crack their grip fast. Haruspexes and winged World Eaters Daemon Princes shine here. Therefore, charge, Pile In, and claim while the enemy wobbles.
Shooting Before Charges, Deep Strike Math, and Mortal Wounds
Pre charge shooting can betray you. A canny foe pulls front models to stretch your distance. Consequently, a makeable charge becomes risky or impossible. Therefore, measure to a character that dies last if you must. However, if you need the spot they hold, consider skipping the shots.
Deep Strike needs respect and support. You land 9 inches away, which is about a 28 percent charge. If you shot first and pushed them back, it drops toward 17 percent. Therefore, bring tools that juice the roll. Einhyr Champions hand out plus one to charge. Moreover, ’Ere We Go grants Orks plus two to charge. Additionally, keep a CP for a Command Re roll when it matters.
Charging can deal damage before swings land. Skorpekh Lords, Einhyr Champions, and Megatrakk Scrapjets splash mortal wounds. Vehicles also Tank Shock for up to six mortals on the charge. Moreover, Brutalis Charge stacks more pain for the Brutalis Dreadnought. Therefore, you can delete one unit on impact, then Pile In 3 inches to fight another.
Heroic Intervention, Counterplay, and Clean Wrap Up
Heroic Intervention can flip an objective after your charge. Your opponent may spend 2CP to counter charge into you. Some units do it for 0CP, which stings even more. Therefore, preempt them by charging that threat first. Moreover, you can Heroic Intervention your own unit away to force a harder counter charge.
White Dwarf’s lesson is simple yet deep. Charging is a movement tool and a mission tool. Consequently, your sequence, targets, and odds should be deliberate. Moreover, plan for Overwatch, Fights First, and sneaky interventions. Stephen Box keeps the mindset calm and clinical, which wins games.
Summary
Charging secures kills, grabs objectives, pads presence, and blocks plans. Consequently, you must sequence chargers to make space and soak Overwatch. Moreover, respect Fights First matchups and tag guns to blunt shooting. Deep Strike needs modifiers and a CP plan to stick key rolls. Meanwhile, mortal wounds and Tank Shock punch holes before attacks swing. Finally, watch for Heroic Intervention and use it yourself when needed.
This White Dwarf tactica brings clarity and confidence to a messy phase. Therefore, rehearse charge distances and pile ins during deployment. Moreover, keep one eye on OC totals as you line up the slam. Your charges will feel cleaner, faster, and far more lethal. Now go make the Fight phase your second movement phase.
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Heroic Intervention is 1CP, not 2.