Committing a charge in a tabletop wargame is a gamble on the dice, and knowing the odds before you declare it saves games. This calculator reports your unit’s average, best, and worst charge range and the exact probability of covering the gap to the enemy.
How it works
Charge range is the charge dice plus a flat bonus minus terrain penalties. For the default 2D6 charge:
needed roll = gap − bonus + penalty
P(success) = P(2D6 ≥ needed roll) from the exact 36-outcome distribution
average = 7 + bonus − penalty (2D6 averages 7)
best = 12 + bonus − penalty
worst = 2 + bonus − penalty
The 2D6 distribution is not flat — 7 is the most likely result and the tails are rare — so a one-inch change in the gap can swing the odds sharply. The tool builds the full distribution for 2D6 or 3D6 so the probability is exact, not a guess.
Tips and example
A unit needing a 9-inch charge on 2D6 with no bonus succeeds only about 28 percent of the time, which is why a +1 or +2 charge ability is so valuable: a +2 bonus turns that into needing a 7, jumping success to roughly 58 percent. Treat anything you make less than about 60 percent of the time as a gamble, and use repositioning or charge-boosting abilities to pull risky charges down to a 6-or-less roll, which lands better than 70 percent of the time.