Panic
The battlefield is a disconcerting place, to say the least, full of confusion, death and unsettling circumstances. Under such conditions, it’s not entirely surprising that troops might not perform in the manner that you wish them too. Faced with allies and comrades being slain at the hands of the foe, you may find that your warriors scatter and leave the battlefield, rather than fight on. In Battleaxe, we govern these situations, and the likelihood of them occurring, with the rules for panic.
Panic (and more importantly, resisting panic) is an important factor in Battleaxe. Battles can sometimes be won and lost because an army panics and flees, even though it may not have been beaten in combat.
Troops who are nearby when their friends are destroyed or run away can easily lose their nerve and flee, causing other nearby troops to lose heart until the whole army routs in blind panic.
Panic Tests
In earlier chapters I've hinted at the times a unit will be called on to take a Panic test, but now we're going to discuss it in detail. A Panic test is simply a Leadership test as described in General Principles. If the test is passed, everything is fine, but if the test is failed the unit will immediately flee as described later in this chapter. Note that a unit only needs to take one Panic test in each phase (Movement, Magic, Shooting, and Melee Combat) even if there are multiple reasons to take Panic tests. Some Panic tests are taken immediately, and in larger games you'll find it helpful to mark units that have already taken Panic tests, in order that you don't end up mistakenly taking another as the phase goes on. If two or more units from the same army have to take Panic tests at the same time, the controlling player chooses the order in which tests are made. It's worth noting however that there are three circumstances under which even the most cowardly of units are not forced to take Panic tests.- A unit does not take Panic tests if it is in close combat – the immediate fray blots out all other events going on around them.
- A unit does not take a Panic test if that unit is already fleeing – fear has already lent wings to these warriors, the prospect of further jeopardy does not accelerate their flight.
- Finally, remember that a unit does not take a Panic test if it has already passed one earlier in the phase – its nerve has been tested already!
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