The Melee Phase

You’ve outmaneuvered your foe, weakened him through spellcraft and shooting – now it’s time to finish the job! The Melee Phase is easily the most decisive part of Battleaxe. It’s here that swirling melees are resolved, as your warriors hack, slice, and pummel their way through the enemy ranks. Make no mistake, a successful Melee phase can forever change the fortunes of your army. If you’ve prepared well in the Movement, Magic and Shooting phases, victory is likely to be your reward.   Unlike other phases of the game, the Melee phase offers both sides a chance to inflict damage on the foe, although you, as the player whose turn it is, will be the one choosing the order of the combats.   All melee combats must be resolved during this phase – a unit in combat cannot choose not to fight, for whatever reason. After all, once your warriors have charged into the enemy, they are not going to simply sit down and amicably discuss their differences!   Most combats involve a single unit fighting a single opposing unit, so that’s what we’ll discuss first. Sometimes however, you’ll end up with a multiple close combat where there is more than one unit fighting on one or both sides. Multiple close combats have some additional rules, which you’ll find discussed towards the end of the chapter. As all the rules for a normal close combat also apply to a multiple close combat, you’ll probably find it easier (and clearer) if you just work your way through the chapter.  

The Melee Phase Sequence

The Melee Phase is broken into two main parts: Declare and complete your Charges, and fighting all active melee engagements.  

1. Charge!

Units that did not rally, come onto the battlefield as reinforcements, or march this turn can declare and attempt to charge into combat. This is the meat-and-potatoes of Battleaxe but it comes with much risk.

2. Fight!

The player whose turn it is chooses the order in which melee combats are fought. All active combats must be fought. Resolve each combat completely before moving onto the next one.

3. Attack!

In each combat, roll attacks based on striking order and determine casualties.

4. Calculate Combat Results

As each combat is fought, calculate casualties and other factors to determine who wins and who loses the combat.

5. Break?

If a unit loses the combat, they have to take a Break! test to see if they continue to fight against the odds or they Retreat! as detailed in the Compulsory Movement sub-phase, just as if the unit failed to Rally.

6. Flee & Pursue

If the beaten opponent flees, the victor can pursue or attempt to restrain their bloodlust and reform to face their next challenge.

7. Next Combat

Once a combat is completely resolved, any Break tests are taken, any Retreats resolved, and any Overruns, Reforms, or Pursuits are handled, go back to step 2 and choose the next combat to fight. If there are no more combats to fight, the phase ends.  

Multiple Combats

When multiple units are involved in the same combat, things can get tricky. Here are some rules to help sort out these complex situations.  

Articles under The Melee Phase


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