I've been using the 4E rules for charging in my game. Obviously its abit broken though since being forced into a melee basic attack isn't much punishment.
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The tactical combat rules are just a hunch. No one has ever said they will come out. Now in all probability flanking and charging will probably find their way into the game, but full on tactical rules have never really been confirmed by WotC.
Mike Mearls: The next phase will depend on what the feedback looks like. I'd like to start pushing out some more fighter options and perhaps show off the tactical rules module.
Mike Mearls: First, I think that 4e fans will see more stuff they like - the tactical rules module, maneuvers for fighters, other magic systems - as we move along. So, that's one I think we can fix. What I hope for people who liked 4e is that they get the balance they want and the options to have cool, complex tactical battles that move much faster.
Mike Mearls:This is an easy one - we have a maneuver system in process. Also, the tactical rules module I'm writing as a lot more detail and removes DM adjudication to some parts of the rules (cover) for groups that want that.
Mike Mearls: For combat as sport, that is 100% where the full blown tactical rules module is aiming. This is one of those areas where groups have very different tastes, and modularity should help us bridge that gap if we do it right.
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Interviews, Chats ... (click his name it will bring you to the source)I am sure Legends & Lore and D&D Next Q&As columns have mentions too i just didn't look there.IIRC a L&L has him discussing possible maneuvers available to everyone in such module too.
"The turning of the tide always begins with one soldier's decision to head back into the fray"
Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.
King Fisher Optimized net user. Moderate.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.
Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight with items, making it far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Charge can't be a maneuver because that means only the fighter and monk will be able to do it.
Most people shouldn't run with scissors.
Plus, as a basic combat option, now my monsters can do it too... :D
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At least in the last packet there isn't a surprise attack maneuver that I could find. If you are talking about the surprise action/round in combat i don't see how that replaces charge. Unfortunately I don't have previous packets on ky phone to double check them for the maneuver
TheGreatStreetguru how many players do you have?