When hosting a game using Basic Impetvs, one of the rules that regularly causes confusion is the rule on Potential Charge against skirmishers and light cavalry. Part of the problem could be in my explanation! I will try to explain...
5.8.1 Charging troops that can evade
Units that want to charge CL or S can declare to move up to the
position where CL or S are (so called “Potential Charge”). The
Non-active Player then chooses to evade or not. If he evades,
the Unit of the Active Player must move at least to a position
where contact was possible without evasion. As this is not a
charge, the Unit, if armed with missile weapons, can also fire.
If the Movement Charge Bonus (5.6.1) is used and the contact
was avoided by an Evasion, the charging Unit ends in Disorder.
In practical terms, what does this mean?
| Skirmisher is target of charge. |
Why Use a Potential Charge?
Forcing Enemy Reactions
A Potential Charge compels a skirmisher or light cavalry target to resolve an evasion attempt or stand and accept the charge. This forces the defender into a dilemma. Evading might open flanks to other units while standing could expose the target to a full charge. Often (although not guaranteed) skirmishers or light troops successfully evade resulting in a Potential Charge reverting to a normal move. If driven off through a successful evasion, the change to a Normal move may offer favorable positioning without the risk of melee and/or pursuit.
By declaring a Potential Charge, aggressive units like cavalry can threaten multiple targets, drawing out evasive maneuvers to create gaps in the enemy line for a decisive follow-up charge by another unit. Successful evasion can leave retiring units potentially out of position allowing the feinting unit to pivot and support elsewhere during the same activation.
Improving Position
The mechanism allows control over movement endpoints. If contact fails due to evasion, then the charging unit completes a normal move to an optimal spot. Potential Charge control avoids overcommitment of a full (Normal) charge into empty space. The ability to shoot and maneuver is preserved. The advantage of this result is that Zones of Control (ZOC) pressure can be maintained without immediate melee. Over several turns and constant threats, an enemy can be worn down in such fashion.
Normal Charge. Commit to a normal charge against stationary or slow-moving enemies, such as heavy foot in formation or against units where the risk of evasion is low and the distance can be reliably closed to trigger melee with full impetus dice. Normal Charge is preferable when the attacking unit has superior speed or the target lacks reasonable evasion capabilities. This ensures the charge bonus applies fully and pursuit opportunities arise if victorious. In aggressive setups like cavalry against exposed flanks, this direct approach maximizes shock value without the hesitation of potential outcomes.
Key Differences
The Potential Charge provides information and safety against reactive foes but may limit the attacker's immediate combat impact if contact fails. A Normal Charge, on the other hand, requires precise measurement and commitment for decisive results but risks failure if the target slips away. Consider the attacker's impetus rating and the enemy's disorder status. Potential Charge is tactically superior to a Normal Charge when facing evasive enemy units as it forces enemy commitment to evasion before the attacker's full movement is exhausted. This contrasts with the Normal Charge's full commitment, which maximizes impetus bonuses but risks overextension against slippery foes.