Multiple Combats

It is possible (indeed, rather likely) that more than two units can become involved in the same melee combat.   A multiple combat is a fight that involves more than one unit on either (or even both!) sides. Unless otherwise stated, all the rules for a one-on-one melee combat also apply to a combat with multiple units on each side. Bear in mind, however, that multiple combats often create situations not entirely covered by the rules. I've included a commentary for the most common occurrences here, but remember: if in doubt discuss the matter with your opponent before any dice are rolled.  

Multiple Combat Results

Combat Results works slightly differently in a multiple melee combats. All the casualties inflicted by both sides (including overkill bonuses) count towards the result as normal, but most other modifiers have limitations.  

Banners (Multiple Combats)

In a multiple combat scenario, you receive +1 Combat Result if your side has one or more standards present in the fight.  

Extra Ranks (Multiple Combats)

Similarly, your side receives a Combat Result bonus based on the best rank bonus in the fight, not the total rank bonus.   For example, if a unit of Goblins (with 2 extra ranks) and, from the same army, a unit of Trolls (with 1 extra rank) are involved in the same multiple combat, then the Extra Ranks Combat Result bonus earned is +2 – the Trolls' rank is ignored.  

Flank And Rear (Multiple Combats)

Bonuses for flank and rear attacks can only be earned once per unit attacked in the flank or rear – having multiple units attacking the same unit does not grant additional bonuses.  
If two units of Dwarfs are attacking a single unit of Orcs in the same, or both, flanks, then they would only receive +1 Combat Result.
If one unit of Dwarfs is attacking the rear and the other is attacking the flank, they would receive a combined Combat Result bonus of +3 (+1 for the flank and +2 for the rear).
If the two units of Dwarfs are attacking two different units of Orcs in the flank, and those Orcs were all part of the same multiple combat, then the Dwarfs would score +2 Combat Result (+1 for each flank attack).  

Charging (Multiple Combats)

In a multiple melee combat, you receive +1 Combat Result if your side has one or more units that charged this turn.  

The High Ground (Multiple Combats)

The Combat Result for charging downhill can only be counted once, by the side with the highest charging unit (i.e. the one that started the turn highest up).  

Break Tests And Multiple Combats

All units on the defeated side must take a Break test.   When the winning side has been determined in a multiple combat, you need to take a separate Break test for every unit on the losing side, using the difference in the two Combat Result scores as normal.  

Steadfast And Multiple Combats

When dealing with multi-unit combats, count all of the ranks of at least 5 models (including the front ranks) of all of your units involved in the combat and compare to the count of all the ranks of at least 5 models (including the front ranks) of all of your opponent's units. If the losing side has more ranks than the winning side, the units on the losing side don't apply the difference in Combat Result scores for Break tests. If the enemy units have an equal or higher number of ranks, then the losing unit(s) must test using their modified Leadership.  

Pursuit And Multiple Combats

It can happen that one or more victorious units have defeated several enemies that were engaging them from different sides.  

Pursuit (Multiple Combats)

Units on the winning side are each only permitted to pursue a single enemy unit that they are in base contact with (declare this before any Flee rolls are made). In addition, they cannot choose to pursue if one or more of the units they are in base contact with pass their Break tests. This is quite realistic – your warriors are hardly likely to go haring off after a broken enemy if there are still fresh and eager foes to face. If there is more than one pursuing unit, the controlling player can choose the order in which they move.  

Flee (Multiple Combats)

Fleeing units must roll greater than the scores rolled by all of their pursuers in order to get away. If even one of their pursuers equals or beats the fleeing unit's score, then the fleeing unit is cut down, and the models are removed as casualties.  

Direction Of Flight (Multiple Combats)

Where there is a choice of foes to flee from, warriors will always be more determined to avoid the most numerous enemy. The controlling player decides the order in which units flee.   Each fleeing unit pivots about its centre (ignoring enemy units) so that it is facing directly away from the enemy with the most ranks of five or more models (select a unit randomly if there is a tie). It then flees straight forward in this direction as described earlier.   You may find that this involves the fleeing unit turning so that it overlaps one or more other units in the fight. If this happens, don't worry. Simply estimate the unit's new position as best you can by holding it above the rest of the units in the fight – it'll only be there for a moment before making its flee move, after all!  
The Goblins turn to face directly away from the enemy unit with the largest number of ranks, and flee. As every model in the unit has fled through an enemy model, they each have to take a Dangerous Terrain test. Two of the Goblins have failed the test and are removed as casualties.  

Direction Of Pursuit (Multiple Combats)

Once all flee moves have been resolved, resolve any pursue moves one at a time. In an order chosen by the controlling player, each pursuer pivots about its centre so that it is facing directly towards the fleeing unit of its choice, and then pursues, as described earlier. Note that this will sometimes lead to a pursuing unit 'catching up' with a fleeing unit that has rolled high enough to escape. In this case, the pursuing unit must stop 1" away (see the diagrams below).  
Unsurprisingly, these Goblins have lost the combat and failed their Break test. They have rolled high enough to escape, and make their flee move of 7".
The Empire player decides to move his smaller unit of Spearmen first. The Spearmen pivot to face the fleeing Goblins and start their pursuit move of 6". Because of their position, this move would bring them back into contact with the Goblins, so they have to stop 1" away.
The larger Spearman unit then makes its pursuit move, but must stop 1" away from its comrades.  

Shrinking Units And Multiple Combats

Occasionally, a situation can arise when one or more units are no longer in base contact with the enemy, but at least part of the enemy unit is still alive. This normally occurs when an enemy has been charged in the rear – as casualties come from the rear rank first, this would in theory leave the attackers stranded from their foe. Clearly this is wrong, just as warriors on a real battlefield would push on to continue the fight, and would not stop fighting if the enemy was standing a few paces away, so must warriors on the miniature battlefield.   Whenever a unit becomes stranded in this manner, the attacking unit is immediately nudged (by as small an amount as possible) to bring it back into contact with the foe. This move cannot be used to alter the facing the attacker is in base contact with, nor is it an opportunity to change the attacker's formation or charge a unit not engaged in the fight. If the attacker cannot be moved in this manner, then the defending unit is moved instead.  

No More Foes

In multiple combats it can sometimes happen that at the end of a round of melee combat some units are no longer engaged with any enemy unit (normally because the unit they were engaged with has been completely destroyed). Such units are out of combat for all purposes and can move normally from then on. Any Combat Result points that unit would have added to the fight are still counted for the fight's overall Combat Result. The unit's ranks for the purposes of Steadfast are not counted as they are technically not in the combat any longer.   For this unit, this counts as a Massacre! and the unit may reform or, if it charged, may overrun (as normal).  

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