Source: Warhammer Fantasy: 7th Edition

Move Pursuing Units
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Pursuing units pivot on the spot to face the chosen direction of pursuit and then move the full distance indicated by the dice (2D6" or 3D6", exactly like fleeing troops) in the same direction as the fleeing units they are pursuing (see Diagram 43.1).

43-1a-pursue
43.1 - Pursue!: The fleeing unit has rolled a flee distance of 9", higher than the roll of anv of the pursuers. The unit is therefore turned and moved directly backwards, as the enemy unit with the highest unit strength is fighting to its front.
43-1b-pursue
43.1 - Pursue!: Both Goblin units on foot move straight forward after the fleeing enemies. The Wolf Riders pivot on the spot and move after the fleeing enemies. They might move enough to end in contact with the fleeing unit, because of the pivoting involved in their move. In this case they must stop 1" away from the fleeing unit. They cannot destroy the fleeing enemies because they have rolled less than their flee distance!

Pursuers always move their full pursuit distance unless their pursuit takes them into contact with enemy (see Pursuit into Fresh Enemy), friendly units or impassable terrain, in which case they stop immediately. Pursuers ignore any penalties for obstacles and terrain (apart from impassable terrain) - their victory has given them the extra impetus to chase their fleeing enemies.

Note that units do not continue to pursue in subsequent turns; pursuit is a single bonus move that is made when a beaten enemy flees.

A unit can only pursue once per combat phase.

Occasionally, pursuing units can get in each other's way as they pursue. In such rare cases, move the pursuing units in order of decreasing unit strength.

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