Wargame Charge Range & Reach Calculator

Find reliable charge range and reach for a 2D6 wargame unit

Enter your unit's movement, charge dice, terrain modifiers, and a target gap to compute average, best-case, and worst-case charge range plus the probability of making a 2D6 charge over the distance. For Warhammer and similar tabletop wargamers. It runs free in your browser on Gera Tools, with nothing uploaded.

Last updated Source: Gera Tools

How is charge range calculated in most wargames?

A unit's charge range is its charge dice roll, usually 2D6, plus any flat bonuses, minus terrain penalties. The total is the maximum distance it can move into combat. This tool adds your bonus, subtracts penalties, and reports the full range of outcomes.

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.

The full 2D6 probability table

Because the distribution is bell-shaped, the odds change dramatically at the margins:

Roll neededP(2D6 ≥ roll)Verdict
2100%Guaranteed
492%Very safe
583%Safe
672%Comfortable
758%Coin flip
842%Risky
928%Long shot
1017%Very unlikely
118%Desperate
123%Almost never

This is why a +1 charge bonus is often worth far more than it appears: it shifts every entry one row up. A unit needing a 9 with no bonus (28%) suddenly needs an 8 with a +1 bonus (42%), a meaningful difference when the game depends on contact.

Tips and worked 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.

Consider difficult terrain carefully. A terrain penalty of 2 inches on a 7-inch gap is effectively the same problem as a 9-inch gap in the open — both need a 7 or better, with the same coin-flip odds. The calculator lets you model this directly so you can decide whether to wait for a cleaner line or commit now.