During movement, Mounted cavalry may move adjacent to and charge an enemy-occupied hex. Dismounted cavalry may not charge. Charging cavalry cannot use road movement at all during its movement. Cavalry that has charged may not enter a ZOC and attack in that turn’s combat phase and should be marked with a Charged marker.
Cavalry does not need to be in command to charge, this is an exception to the command rules.
Charging cavalry must have enough MP remaining to enter the enemy-occupied hex. If it does not, it may not charge. The cost to enter the hex is the hex’s normal full cost in MP, including any hexside crossing costs. There is no additional cost for the charge.
The charging cavalry stack must have begun the movement phase already stacked together and cannot pick up or drop off regiments during its move.
If the charge causes the target to vacate the hex, all the charging cavalry must enter the vacated hex, expending the required movement points to do so. If, at this point, it has movement points remaining, it may continue its movement and even charge another hex, so long as it has the movement points to do so.
If the charge requires the target to retreat, they must retreat even if they are in NR terrain, such as town or woods hexes.
Cavalry that charged and happens to still be in a ZOC at the start of the combat phase must retreat before combat; even if the enemy hex contains mounted cavalry, it may not attack.
To resolve a cavalry charge, compare the highest cohesion rating among the charging stack to the highest rating in the target hex. The difference determines the column used on the table. Where the attacker has better cohesion, the difference is positive; where the defender has better cohesion, the difference is negative.
The die roll is modified by the factors below. All modifiers are cumulative.
- Target is disorganized………………………………………………….-1
- Target is shattered……………………………………………………….-2
- Charging cavalry is disorganized……………………………..+1
- Across a Steep Slope hexside…………………………………..+1
- Into a Breastwork……………………………………………………….+1
- Across a stonewall hexside……………………………………….+1
- Across a creek hexside………………………………………………+1
- Into a town or woods hex………………………………………….+1
At the end of its move, any stack of cavalry that conducted a charge, regardless of the outcome, is disorganized and marked with a Charged marker.
