The player first resolves any actions or rules that must happen at the start of the turn.
Some warriors will have special actions they have to perform at the start of the turn (some
Greenskins have to test for
Animosity, for example). Such rules are not common, and their details will be clearly stated in the relevant
Battleaxe army articles. This is also your time to attempt to
Rally any fleeing troops you have.
If you don't have any actions to perform during the
Start of Turn sub-phase, it's worth using it as a tide break (or breathing space) between one turn and the next where you can remove stray casualties, errant dice and all the other bits of gaming detritus that builds up on the battlefield as the game goes on.
Attempt To Rally Fleeing Units
The player takes
Leadership tests for each fleeing unit he has to attempt to
Rally them. If the test is passed, the unit stops fleeing and immediately reforms. A unit that has 25% or less of its starting models left can only rally on a roll of double 1.
Battlefields are grim and deadly places, where the threat of death (or a fate worse than death!) forever lurks. As the game goes on, some of your warriors will inevitably lose heart or be terrified out of their wits by the unremitting carnage all around them. It is a fortunate general who can rely on his men to press on through thick and thin, no matter what horrors the day brings. All too often, warriors will break from the fight and flee the battle, electing for a chance of survival over martial duty. Fortunately for you, there is a chance to whip some discipline into these cowardly curs and get them back into the fight, where they belong.
During the
Start Of Turn sub-phase, the player picks any one of his fleeing units and tests to
Rally it (as explained below). He then proceeds to the next fleeing unit and attempts to rally it, and so on, in any order he wishes, until all units that are able to make a rally attempt have done so.
If the unit started to flee in this turn it cannot attempt to
Rally – there's too much momentum built up already and not enough time has passed to bring order to your panicked soldiers!
A unit attempts to
Rally by taking a
Leadership test (as described in General Principles). If the fleeing unit has been reduced in size to a quarter (25%) or less of the number of models with which it began the game, it can only pass its
Rally test on a double 1, regardless of its
Leadership value (the survivors are too demoralized to give all but the scantest consideration to rallying).
If the
Rally test is failed the unit continues to flee, as described in
Compulsory Movement.
If the
Rally test is successful, the unit stops fleeing. Order is restored as chieftains, champions and leaders bash a few heads together, or manage to bellow a few well-chosen motivational words (or bare-faced threats) over the thunder of running feet. Whilst the unit is not yet ready to rejoin the fight, it will be able to make some very basic maneuvers and will be fully fighting fit in time for your next turn. You may like to mark freshly rallied units with a coin or counter of some description, so you don't get them confused with other troops.
A unit that has successfully rallied immediately makes a reform maneuver (as described earlier), so that the controlling player can at least get his troops pointed towards the enemy again, rather than the wild blue yonder. A rallied unit cannot move or perform further actions during the
Normal Movement sub-phase, loses its opportunity to make a shooting attack in
The Shooting Phase phase, and cannot declare charges in
The Melee Phase as the troops are too busy reorganizing themselves after their headlong flight.
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