In the Fight phase, both players get to act. First, units will pile in to maximise the number of models that are engaged, then all the combatants will make melee attacks, before units consolidate their position.
The Fight phase is resolved by following these steps:
2. PILE IN
3. FIGHT
5. END OF FIGHT PHASE
Rules that are triggered at the start of the Fight phase are resolved now.
Because both RED**** units made charge moves this turn, they are both Fights First units this phase and are both eligible to make pile-in moves, even though the Monster is unengaged as it destroyed its charge target in the Charge phase using the Crushing Impact stratagem (15.06).
Both players make pile-in moves (12.03) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one pile-in move during this step.
1. The RED**** player makes pile-in moves first. Each model moves up to 3”.
2. The BLUE player makes pile-in moves next, but as their model is in base-contact with enemy models, it is not moved.
When eligible: It is the Fight phase and one or more of the following apply to your unit:
Maximum distance: 3" Effect: Your unit moves as described in Moving (03). Before moving: Select pile-in targets:
While moving:
A unit is eligible to fight if it has not already been selected to fight this phase and one or more of the following apply to it:
1. Resolve Fights First Combats: Starting with the player whose turn it is, players alternate selecting one friendly Fights First unit that is eligible to fight; that unit is selected to fight (see below). If this is not possible:
If there are no Fights First units that are eligible to fight, move to the Resolve Remaining Combats step where this player will select their next unit.
Otherwise, the other player selects their next unit. 2. Resolve Remaining Combats: Starting with the player who just moved this sequence onto this step, players alternate selecting one friendly unit that is eligible to fight; that unit is selected to fight. If this is not possible:
If there are no units that are eligible to fight, the Fight step ends.
Otherwise, the other player selects their next unit. After resolving a fight in the Resolve Remaining Combats step, if there are one or more Fights First units that are now eligible to fight, return to the Resolve Fights First Combats step.
WHEN A UNIT IS SELECTED TO FIGHT
Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit. This can be one listed below, or one presented elsewhere:
During the Fight sequence, when the sequence returns to a player to select a unit to fight, if all of that player’s units that are eligible to fight are more than 5" from all enemy units, that player can instead choose to pass and return the sequence to their opponent to select a unit. If both players pass in succession, or if one player passes when their opponent has no remaining units that are eligible to fight, the Fight step ends.
Designer's Note: Occasionally, all of a unit’s targets will be destroyed before they have had a chance to fight, with no other targets close enough to engage with a pile-in move. In such cases, a player can choose to pass and wait to see if another enemy unit ends a pile-in move close enough to be attacked later in the phase.
Players alternate selecting units to fight. Fights First units (A and B) must be selected before any other eligible units.
1. The RED**** player selects their Monster to fight. It makes a normal fight, destroying the Transport.
2. The embarked unit makes an emergency disembark move. After doing so, it is unengaged.
3. The BLUE player has no Fights First units, so the RED player selects another Fights First unit. This unit is unengaged, but was engaged with the Transport at the start of the Fight step, so can make an overrun fight. It first makes a pile-in move to engage the unit that disembarked, then fights, destroying two enemy models.
4. The BLUE player’s unit fights back, but inflicts no damage.
When eligible: Your unit is engaged. Effect: Your unit fights as described in Making Attacks (04).
When eligible: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase. Effect: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).
Both players make consolidation moves (12.08) with all of their eligible units they choose to move. The ‘Eligible If’ section describes which units are eligible to make such moves. The player whose turn it is resolves all of their moves first, followed by their opponent. Each unit cannot make more than one consolidation move during this step.
The RED player makes consolidation moves first. All engaged units and all units that were eligible to fight this phase can make a consolidation move.
Each model moves up to 3". Models in base-contact with enemy models cannot be moved.
No enemy units are within 3" of this Monster unit, but an objective (C) is within 3", so it moves within range of that objective.
When eligible: It is the Fight phase and your unit was eligible to fight this phase. Maximum distance: 3" Effect: Your unit moves as described in Moving (03). Before moving: Select consolidation mode:
While moving:
Rules that are triggered at the end of the Fight phase are resolved now.