Determine who Breaks or Pursues

(Rule)
Description: If any unit failed its Break test or were wiped out during the Combat, follow the steps below in order.

1 - Determine Flee Direction: Each Broken (any unit that failed its Break Test) unit will Flee away from an enemy unit it is in contact with. If there are more than one unit to Flee away from, the owner of those enemy units chooses which is used to establish the Flee direction.
2 - Roll Flee Distance, typically 2D6. Place the resulting dice next to the unit, but do not move the unit yet.
3 - Determine which units will Pursue. Each unit in contact with one or more Broken units, and no non-Broken units, may choose to Pursue. Declare which unit is Pursuing which Broken unit.

  • A Charging unit that is no longer in contact with any enemy unit, normally due to them all being wiped out, may choose to perform a special type of Pursue called an Overrun. An Overrun will always be directed straight forward.

4 - Roll Pursue Distance, typically 2D6. Place the resulting dice next to the unit, but do not move the unit yet.
5 - Remove caught Broken units: Compare the Flee Distance of each Broken unit with the Pursue Distance of any units that declared a Pursue against it. If the Flee Distance is greater than all Pursue Distances, the Broken unit managed to get away. Otherwise, the unit was caught and is now removed as a casualty.