The Green Tide: The Ironjawz hit the enemy line like an earthquake, a tornado or some other natural disaster, leaving a trail of carnage and blazing ruin in their wake. Tew warriors are staunch enough to withstand the shock of this assault, and most buckle and break under the ferocious onslaught. Add 1 to the Attacks characteristic of melee weapons used by units in this battalion that made a chargemove in the same turn and are within 3" of another unit from this battalion.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.
You do not have to pick a target for a charge attempt before making the charge roll.