Having played quite a few types of games, it is becoming clearer that unit types matter a lot more than they did before, when it comes to charging.
Essentially, if you are a close combat unit, you want either fleet, a jump pack or to be six inches away at most to achieve charges on a regular basis.
If you don't have fleet or a jump pack, you will find it very difficult to get a charge unless you can walk right up to them in the movement phase. This is easier to do with some units than others.
Certain units like Eldar jetbikes are incredibly rapid with a huge turbo boost and the ability to move in the assault phase but charging they can only move 12 in movement, and charge 2d6 like foot infantry. This makes them very difficult to use as shock assault troops, as they will need to close into short range of most enemy units the turn before, and they typically have neither the numbers or toughness/saves to take much punishment.
Khorne Berserkers are going to be quite badly affected unless they gain fleet in the forthcoming chaos codex to help them cope with the charge ranges. This applies equally to any infantry unit on foot, which specialises in combat, and needs to charge to get the best out of their special rules, eg furious charge, rage etc.
If you have a means of delivering said combat troops into battle via an assault vehicle, this is helpful, but not all armies get them, with only dark eldar raiders, ork trucks and marine landraiders being anything like common. The dark eldar and ork vehicles suffer from low durability, while the landraider is a huge points investment making this a tricky balance.
The ideal method will be to load up all your assault troops in an assault flier, such as a Stormraven. This has huge durability while no units have skyfire, and is incredibly rapid, capable of dumping off its cargo, then speeding around in subsequent turns to bring its formidable firepower to any part of the table, while not risking death from anti tank guns, unless they are in huge numbers.
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