The subject of this article is a recent or unreleased addition to a Battlefield game. It may contain speculation or errors.
Have new, relevant information to add? Why not help out?
A Bayonet Charge is a tactic in which infantry, equipped with firearms attached with bayonets, attack an enemy position by closing to melee range at best speed and engaging the enemy in close quarters battle. The tactic was introduced along with the bayonet during the 18th century and was a common staple of Napoleonic warfare, due to the lengthy reload time and low accuracy of the firearms of the era. By World War I, the tactic had been made obsolete due to the improvements to rifles and the development of the machine gun, but was still frequently utilized, resulting in massive casualties. Capturing trenches were often the objective of bayonet charges over no-man's-land.
In subsequent wars, bayonet charges became increasingly rarer, only being used when friendly fire was a concern or as a "last resort". Affixing bayonets in readiness for an attack can be seen as a morale boost and can be used to rally forces, as well as signify to friend and foe the willingness to kill at close range.
Bayonet Charging is a feature of Battlefield 1. Almost all primary weapons in the game can be fitted with a bayonet, allowing the user to initiate a bayonet charge by pressing sprinting.while
The charge is faster than sprinting and allows players to cover ground quickly and rapidly close with their target. A gauge around the weapon crosshair shows how long the charge can be maintained—after depleting the player will return to normal speed. Connecting with an enemy during a bayonet charge will initiate an animation similar to a takedown and award the player with a kill, credited to their primary weapon.
During the charge the player cannot fire their weapons or vault, as doing so will end the charge. A charging player cannot quickly cancel the charge, making them vulnerable to counterattack should they miss. If the player attempts to charge at too close a distance, they will instead deal moderate damage without a takedown, ending the charge. After any charge attempt, the player must regain stamina before they can begin another charge, and can only perform melee attacks with their melee weapon.
Should opposing players charge at each other, it appears that the last player to charge will be granted the takedown and kill, should they have room to react. It remains to be seen whether longer weapons may offer an advantage.