Actually, Creon is right. Don't confuse declaring charges with resolving charges.
The sequence of events in the charges subphase is as follows (from my study guide notes with page references to the BRB with additional notes added):
Declare Charge Subphase Rules
Distances can be measured (pp. 6 and 16). Models/units subject to berserk rage (frenzy) must pass a leadership test to avoid charging in this subphase if a charge is feasible (within M+2D6”) (p. 70).
There is a specific sequence of events in this subphase (pp. 16-23):
1. The player whose turn it is may choose one unit he controls and declare a charge at an enemy unit that is viable (possible to complete) (p. 16).
2. The target unit being charged chooses a reaction of hold, stand and shoot, or flee and resolves the reaction (pp. 16-17). If charged by a terror causer and not immune, then the charged unit must pass a leadership test to stand and shoot or hold (p. 78). Must flee if fleeing (p. 17).
3. If the charged unit flees, the charging unit may attempt to redirect its charge at a new viable enemy unit by passing a LD test, and, if the LD test is passed, may declare a “fresh charge” against the new target enemy unit and that unit then makes a charge reaction. If there are no enemy units that are viable, then a redirect cannot be attempted. Only one redirect charge may be attempted per turn. (p. 18)
4. Player whose turn it is may choose another unit he controls and declare a charge against an enemy unit that is viable (possible to complete) and the second and third steps are then repeated. Then another unit controlled by the player may declare a charge until no more charges and reactions are declared. (p. 16)
5. All charge moves are rolled and resolved after all charges have been declared (p. 18-23). A charge will succeed if the charge roll equals or exceeds the distance from the charging unit to the charged unit (p. 19). Wheeling is not measured during the charge resolution (p. 14). The player may choose order of resolution of charges and must roll and resolve each charge individually before moving to the next charge (p. 18). Multiple charges at the same unit are resolved at once (roll the dice for each charging unit and assume that they charge at the same time, p. 23).
A charge can only be declared against a unit that is in the line of sight of at least one model of the charging unit (in the unit’s front arc) and within range (p. 16).
Maximum charge distance is M”+2D6” (p. 19), but units with swiftstride and similar special rules roll 3D6 and choose the greater two of their three dice for their 2D6” (p. 76).
One wheel of up to 90 degrees is allowed during the charge (p. 20) but must wheel to “close door” on contacting enemy unit (or enemy unit wheels to contact if charging unit cannot, p. 20).
A failed charge results in a movement forward directly at the target (including wheeling) by the shortest route equal to the greatest of the two dice used to calculate the 2D6” portion of the charge range (p. 19).
Only one stand and shoot is allowed for a unit in a turn (p. 18).
A unit charged by a terror-causing model/unit must pass a LD test in order to hold or stand and shoot unless immune (p. 78).
If the target unit declares a flee reaction, then the charging unit may redirect its charge if it passes a LD test (p. 18).
If a unit cannot be charged without clipping another enemy unit, then both units must be charged (p. 18).
If a charging unit contacts a fleeing unit, the fleeing unit is destroyed, the charging unit cannot move further in the Movement Phase, and the charging unit may reform by passing a LD test (p. 23).
Multiple charges against a common enemy unit must be resolved at the same time (p. 23).
A charger may not come into contact with a unit it has not declared a charge against (p. 22).