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Total War: Warhammer Wiki
10,652
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
General info
Warhammer I
Warhammer II
Warhammer III
DLC
Patches and updates
Campaign
Battle
Multiplayer
Legendary lords
Immortal Empires
The Realm of Chaos
Special buildings
Events
Items
Set piece battles
Races
The Empire
Dwarfs
Greenskins
Vampire Counts
Warriors of Chaos
Beastmen
Wood Elves
Bretonnia
Norsca
High Elves
Dark Elves
Lizardmen
Skaven
Tomb Kings
Vampire Coast
Kislev
Grand Cathay
Khorne
Nurgle
Tzeentch
Slaanesh
Chaos Undivided
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Charge Bonus
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Charge Bonus
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== Overview == When a unit correctly charges its target, it will gain its charge bonus. This gives it a bonus on two melee stats: Melee Attack and Weapon Damage. The boost to melee attack will augment the chances for a unit to land hits on the charge. As an example, a [[Swordsmen]] unit has 32 melee attack and 14 Charge bonus. When the unit is normally in combat its melee attack is 32. However, when the unit charges, it gains the 14 charge bonus as a boost to their melee attack. Damage added by CB is split between regular and armour piercing in direct relation to the regular and armour piercing damage of the base weapon strength of the unit. If we take the same [[Swordsmen]] unit as prior, their 28 weapon damage is divided in such a way that three quarters of it are basic weapon damage and one quarter is armour-piercing. As such their weapon damage will be boosted by their 14 charge bonus using the same ratio: they will gain 10.5 basic weapon damage and 3.5 armour-piercing weapon damage on the contact of their charge with the enemy. These two bonuses last over 10-15 seconds and fade over time. As such charge bonuses are highest and most useful on units like shock cavalry that can charge in and out of a unit quickly, renewing their charge bonus each time. It is notable that charging takes up a significant amount of [[Fatigue]] which should be kept in mind.
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