Description: When a unit does not roll a sufficient Charge Range, or is otherwise unable to complete the Charge, it performs a Failed Charge Move, comprising an initial Wheel and a subsequent straight forward move, as follows:
1 - The move distance of a Failed Charge Move is equal to the highest D6 of the Charge Range roll.
2 - Wheel the unit until it is facing directly towards the Centre of its intended target, or if it was destroyed, towards the final position of the Centre of the unit, or until it cannot Wheel anymore due to obstructions (whichever comes first).
3 - Move the unit straight forward the remaining move distance.
A Failed Charge Move may bring the unit within 0.5" of other units and Impassable Terrain as per the Unit Spacing rule.
Models in a unit that performs a Failed Charge Move are Shaken until the end of the Player Turn. Units that have completed a Failed Charge Move are no longer considered Charging.
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Examples of Charges where Blocked Path is applicable.
a1) Unit B Charges unit A, but the units cannot be aligned towards each other, solely due to the enemy unit C.
a2) Unit B performs a Blocked Path move: it moves forwards until it contacts unit A.
a3) Unit A then performs a Combat Reform to align the units.
b1) Unit F Charges unit E, but the units cannot be aligned towards each other due to the enemy unit D and the Impassable Terrain.
b2) Unit F performs a Blocked Path move: it moves forwards until it contacts unit E.
b3) Unit E then performs a Combat Reform to align the units.