
On another Tactical Tuesday, we are bringing you an example of how you can resolve charges of in Argatoria in the similar scenario as following.

1 – The starting position of the units of both sides. On one side, a single rank of Wild Creatures (A) and a horde of Barbarians (B) from the Gaeldor army. Against them, a two-rank unit of Knuroses (C) and a horde of Orcs Warriors (D) from the Er’Sael army.
It is the Gaeldor player’s turn to activate 2 of their units.

2 – If the Gaeldor player activates the Wild Creatures first and attempt to charge at the horde of Orcs, it is much more likely to succeed thanks to this unit’s increased Mobility.
Before the charge, it is worth turning the Wild Creatures in a way that the point of contact between them and the Orcs will allow the Wild Creatures to position the foe conveniently for the awaiting horde of Barbarians.
After turning the Wild Creatures, the distance between the closest points of both units is 19 cm, while the charge path is shown with the red line, ending at the point of contact.
The Wild Creatures with their Mobility 15 need at least a score of 4 on a 2d6 roll to charge successfully. The chance is already great but to make it even better, consider having a Command Group (E) within 5 cm to let them make a special 3d6 roll instead.

3 – The point of contact clearly indicates that the Wild Creatures will decide on the positioning. Considering the deployment of the Gaeldor units, the best choice is to align the Orcs to the Wild Creatures’ front edge, bringing the greenskins’ flank closer to the Barbarians.

4 – The Wild Creatures move on bigger bases than the Orcs, meaning their rank is slightly wider. When positioning the Orcs, it is worth aligning them to the right corner of the Wild Creatures’ unit. Such a thorough positioning guarantees that the upcoming charge of the Barbarians will have a better chance to succeed.

5 – After resolving the attacks of the Wild Creatures, the second activation should be the horde of Barbarians declaring a charge at the flank of the orcish horde.
After turning around the die, the charge distance is 13 cm. The Mobility of barbarians is 10 cm and they will roll 3d6 instead of 2d6 for the charge distance because of the same nearby Command Group that previously helped the Wild Creatures.
In this particular case, it means that the Barbarians’ charge is certain thanks to the Gaeldor army special rule (unless the opponent has got some surprises up their sleeve).

6 – The Wild Creatures managed to defeat a couple of orcish bases after the charge. Their charge effectiveness was a bit lower because of the Horde rule. But the Barbarians will not be affected by that, as they take advantage of the Horde rule as well. They will now align themselves against the unit of Orcs.

7 – The final alignment. The horde of Barbarians supported by the Champion of Hunt will now attack.
Summary: The biggest advantage of single cavalry ranks is often not their own combat skills, but the ability to charge at longer distances and position the enemy unit in such a way that its flank or rear is drawn closer for the charge of other friendly units.