Wednesday, February 25, 2026

Grasping for Your Potential (Charge)

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...

What is a Potential Charge?
Before a charging unit strikes out toward a skirmisher or light cavalry target, the charging units announces whether it will attempt a "Normal Charge" or "Potential Charge".  The rules state that,

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.
A Potential Charge lets a player declare a move that could end in contact forcing the target to choose and resolve its evade reaction before the charging unit commits to a full charge.  If the movement actually reaches the target through either a failed evasion test or a short evade, the Potential Charge becomes a normal charge and melee proceeds.  If evasion is successful, the charging unit simply completes a normal move without the possibility of entering into melee.

Why Use a Potential Charge?
The decision between choosing a Normal vs Potential Charge is not always straightforward.  There are several situations where a Potential Charge might be useful.  Three such situations are outlined below. 

Forcing Enemy Reactions
A Potential Charge compels a skirmisher of light cavalry target unit to choose and 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.

Enabling Feints and Pressure
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 Positioning
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.

In larger battles, Potential Charges support coordinated tactics, such as using fast skirmishers to trigger reactions while heavy units reposition for a real assault.  Potential Charges provide tactical advantages by allowing the charging player to force the enemy to commit to a reaction before fully expending the unit's movement.  in this way, information and positioning is gained without risking a failed commitment.  This mechanism enables subtle maneuvers like feints to disrupt enemy plans, waste their activations, or set up subsequent real charges elsewhere on the battlefield.

When to Use
Potential Charge.  Declare a Potential Charge against fast, evasive troops where successful evasion would leave your unit overextended or in a poor position.  This mechanism lets the target resolve its evasion first, potentially turning your action into a normal move with options for follow-up shooting or repositioning.  This tactic works well when charging through potential obstacles or when multiple threats exist, enabling feints that disrupt enemy cohesion without wasting your unit's activation on a guaranteed miss.  This approach is ideal for light or mobile units probing for weaknesses in the line, preserving their flexibility for later turns.

Normal Charge.  Commit to a normal charge against stationary, slow-moving, or pinned-down 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.

Clear as mud?  I guess we will see in the next game!

1 comment:

  1. Jonathan, perhaps it's unclear because it's a somewhat artificial mechanism to fit with alternate move systems and allow probably more tactical choice than would be available in reality. That or it's because explaining wargames rules is akin to a running commentary of paint drying...☺
    In the real world, the closest would be a feint charge, to force nervous or reluctant melee troops to run away.
    Would troops have that level of control? Only if very well disciplined - I could see it becoming a liability with poor troops.
    I'm not familiar enough with Impetus to comment, but I suspect most wargames rules allow more tactical flexibility and control than existed in reality.
    Neil

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