You've outmanoeuvred your foe, weakened them through spellcraft and shooting - now it's time to finish the job! The Close Combat phase is easily the most decisive part of Warhammer. 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 Close Combat phase can change forever the fortunes of your army. If you've prepared well in the Magic, Movement, and Shooting phases, victory is likely to be your reward.
Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)
Close CombatURL Copied!
Unlike other phases of the game, the combat 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 close 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 section.
- The Close Combat Sequence
- What is a Close Combat Attack?
- Fight a Round of Close Combat
- First Round of Close Combat
- Who Can Strike?
- How Many Attacks?
- Supporting Attacks
- Incomplete Ranks
- Striking Order
- Split Profiles and Striking Order
- Roll To Hit (Close Combat)
- Roll To Wound (Close Combat)
- Take Saving Throws
- Remove Casualties (Close Combat)
- Calculate Combat Result
- Wounds Inflicted
- Charge! (Combat Resolution)
- Extra Ranks
- Disruption
- Outnumber
- Standard (Combat Resolution)
- Battle Standard (Combat Resolution)
- Flank Attack
- Rear Attack
- High Ground
- Overkill
- Who is the Winner?
- Wipeout!
- Loser Takes a Break Test
- Taking a Break Test
- Steadfast
- Combat Reform
- Reforming from Victory
- Reforming from Defeat
- Unusual Situations (Combat Reform)
- Flee and Pursue
- Restrain or Pursue
- Roll to Flee
- Roll to Pursue
- Caught!
- Move Fleeing Unit (Close Combat)
- Restraining Units Reform
- Move Pursuers
- Pursuit into an Obstruction
- Pursuit into a New Enemy
- Pursuit into Fleeing Foes
- Overrun!
- Pursuit Off the Battlefield
- Multiple Close Combats
- Multiple Combats and Break Tests
- Steadfast (Multiple Combats)
- Multiple Combats and Pursuit
- Pursuit (Multiple Combats)
- Flee! (Multiple Combats)
- Direction of Flight (Multiple Combats)
- Direction of Pursuit (Multiple Combats)
- Shrinking Units and Multiple Fights
- No More Foes