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- Astérix does it regularly with the roman army and that both in internal conflicts and against whoever they are fighting in the given album.
- The Prologue of The Lord of the Rings film featuring mindlessly rushing Orcs against more disciplined Elves. The final battle between Aragorn's force and the combined, very much larger force of Mordor plays this trope even stronger.
- Used to a T in The Chronicles of Narnia: Prince Caspian. The Telmarines send their cavalry in first, far ahead of the infantry, charges far ahead, then monolithic rectangles of infantry slowly walk in, supported only by trebuchets.
- Braveheart plays with this. There are Screaming Warrior charges, sure, but there's also archers, cavalry, and Irishmen deployed in various battles before they get to that bit.
- The Spartans do this in 300 whenever they don't feel like using a phalanx as they're supposed to.
- Parodied in Meet the Spartans: The Spartans and the Persians charge at each other, and collide in the middle, falling to the ground.
- Big Trouble in Little China. The Chang Sing and Wing Kong secret societies line up facing each other (a "Chinese Standoff"). When one of the Wing Kong members yells, they charge to attack each other.
- Done in The Mummy Returns. We see lots of this trope in flashback, and toward the climax it's also done with the Medjai versus the army of Anubis. Partially justified, since Anubis warriors are dog-headed monstrosities and possibly not smart enough to use strategy.
- In The Dark Knight Rises, this is how the battle between Gotham's police and Bane's army plays out. In the cops' defence, there wasn't time nor a supply chain for anything more tactically sound, what with only ten minutes to stop Bane before he set off a nuke. Armed with only police batons, smoke grenades and pistols, the GCPD charge against Bane's army, who are armed with automatic assault rifles.
- In the first assault on the city in Troy, the Greek army does this... And gets stopped cold by the Trojan phalanx, before a Rain of Arrows sends the survivors back to the ships.
- In the final battle of WarCraft, the two armies hurl themselves at each other with complete disregard of formations. It could be that, with humans being in a canyon, there was quite literally no other tactic possible than to go forward, but this still doesn't excuse lack of even the most basic shield-wall.
- A trailer for War Craft III shows this, with a battle between Orcs and Humans which quickly goes in a different direction when demons unexpectedly rain from the sky and kill everyone.
- Happens in the intro to Warhammer 40,000: Dawn of War. Possibly a Justified Trope, as after the Blood Raven commander collapses from being shot and placing a flag at the top of a hill, Space Marine drop pods fall from the sky behind him. The flag is theorized to be some sort of device to call in those reinforcements from the drop pods, so the Blood Ravens had to make a reckless charge. The Orks reciprocating their charge more or less just makes complete sense - Orks totally love doing stuff like that.
- It would also make sense if one considered tabletop rules, where for several editions standing one's ground wasn't worth it against the enemy's charge bonuses, especially with Orks' Furious Charge rule.
- Pretty much any Real-Time Strategy consisting of individual units to be micromanaged attack-moving - they'll all just run toward the selected point until they can see something they can hit, run toward that until they can hit it, and then keep hitting it until they can't and go back to running toward the selected target in search of things they can hit. It will depend on the game for Screaming Warrior to make an appearance.
- The game of the trope's picture, Total War: Shogun 2, doesn't actually play it straight. Though charging units have a bonus when they make contact and not charging in an open field battle loses out on this bonus, flanking the enemy causes a significant penalty that is definitely worth doing instead of just running at the enemy head-on...plus you can charge them while you're flanking them anyway!
- This is largely how infantry combat plays out in Black & White 2.
- In The Napoleonic Wars the British had a variation of this. They would wait. Occasionally chant. But mostly wait like a silent inhuman wall. This would push the soldiers' tension to its absolute limit which often came at the same time as the French were worn out. Then in a moment they would give a shout, fire their muskets, and charge. The French would almost inevitably collapse.
- Less professional and/or poorly led armies often turn to this strategy. The typical result is a bloodbath if their enemy does the same, or a one sided massacre if he doesn't - their enemy would have to be very very worse in either or both regards for it to work.
- Of course, it makes slightly more sense when there's no cover to speak of and the other side has superior artillery support, but a sensible commander avoids getting into such a situation in the first place.
- This is a surprisingly effective tactic when the best weapons around are pikes and your troops are more disciplined. The Swiss used it for centuries.
- Except they made sure to be slow enough to stay in formation. Unlike some weapons there is absolutely no way to use a pike except in a tight formation.
- This is also a fairly good description of a Greek phalanx. Again however, they tended to stay in formation - indeed, a phalanx breaking up tended to be the end of the battle from there (due to the impressive resilience of a phalanx's shields and armor at the time combined with its troops being huddled closely together to better abuse both, anything that was not a phalanx stood little hope of defeating them head-on for much of ancient Greek warfare! Thus, a lot of ancient Greek combat was largely phalanxes going into each other until combined arms was later significantly refined) Spartans, being Spartans actually walked up rather then "rushing".
- In the age of firearms, is the basic concept behind a bayonet charge, although such attacks are rare (and functionally similar to pike rushes, mentioned above), and typically only done if ammo is short and the enemy near. While bayonets are usually considered Awesome, but Impractical at best (even if the enemy is arm's reach from you, you can still just shoot him), they are also viscerally intimidating, and often result in a total rout as the enemy flees rather than risk getting stabbed to death by a berserking soldier. The most recent bayonet charges by modern military forces were both courtesy of the British military, with Scotts from the Argyll and Sutherland Highlanders routing a larger force of Iraqi militiamen near Al Amara in 2004, and a squad of soldiers from the Prince of Wales Royal Regiment caught in a Taliban ambush forcing the enemy to retreat by immediately launching a counter-assault.
- Up until the development of guided missiles, air-to-air combat could take on traits of this, especially with large forces of fighters intercepting massed bomber formations (the bombers had to stay close together to accurately hit their targets and protect each other, the fighters had to mass together to effectively attack the large formations before they could release their bombs). That said, it was relatively rare for dogfights to start this way. It was much more common for fighters to get "bounced" by an enemy that spotted them first and moved into a blind spot to engage with the element of surprise (which by definition was almost always from behind).
- Something approximating this was used to substantial effect by highlanders against Hanoverian armies during the Stuart rebellions, particularly the '45 and its aftermath - although it should be noted that it was used as part of a wider strategic system with more professional troops. Later in the war, though, the redcoats developed tactics to defend against such charges and won a horribly one-sided victory at Culloden which ended the rebellion at a stroke.
- A modern version of this, done for fun, can be seen at quite a few metal festivals. Witness: The Wall of Death.