Fighting Withdrawal

A unit that is in base-to-base contact with an enemy unit at the beginning of its Movement Phase can attempt to make a Fighting Withdrawal. The unit attempting to make a fighting withdrawal must have a current movement rate of at least 3 ".

To make a Fighting Withdrawal, the unit moves 3 " backward, away from the enemy unit. It may not end up in base-to-base contact with another enemy unit.

The enemy unit has the immediate option to either remain in place, or to advance 3 " and remain in base-to-base contact with its opponent. It may do so even if it has already used its full movement rate during that Game Round.

If the enemy unit consists of creatures with low intelligence or chaotic alignment, it must make a Discipline Check. If the check succeeds, the unit has the option to remain in place; otherwise, it automatically advances to continue the melee.

If an enemy unit elects to remain in place, it cannot Charge the unit that withdrew for the remainder of the current Game Round.


The unit moves 4" directly backward, just as if it were performing a march to the rear (see page 26). It retains the same facing it had before the move took place. The unit cannot come into contact with an enemy unit as it moves; if it is not possible to move the full 4" without contacting an enemy unit, then the fighting withdrawal cannot be performed. The move is also prohibited if the necessary 4" path is blocked by impassable terrain (see "Terrain Effects on Movement," page 34).

If a unit makes a fighting withdrawal during the First Movement Step, there is no further effect; the unit has simply used the benefit of initiative to break off contact and pull back a short distance from the enemy unit.

If, however, the withdrawal occurs in the Second Movement Step, a special combat is fought at the moment the withdrawal begins. All enemy figures in contact with the withdrawing unit are allowed to make a normal attack against the withdrawing unit--but the withdrawing figures cannot attack the figures they are pulling away from. Casualties and any required morale checks are resolved for the withdrawing unit before it can perform the withdrawal movement. If a morale check results in the unit being forced to fall back 4", then it does so (this move is physically identical with a fighting withdrawal). If the unit routs, then it performs rout movement (see page 33) instead of the withdrawal that had been planned for it.


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