Where a side has won and their enemies fall back, the victors can choose to make a Sweeping Advance and/or consolidate their position.
Sweeping Advances
Just because the losers of a close combat want to break off, it doesn't mean their opponents are willing to let them! A quick, ferocious opponent will drive home their advantage unmercifully. To represent this the victors can opt to roll 2D6 and compare it to the distance that the defeated troops have rolled to fall back. If it is greater they get an opportunity to seize the initiative and keep them engaged in a Sweeping Advance. The unit attempting to fall back does not move and the Sweeping unit makes a 'pile in' move as described in Reinforcement Moves. We assume that the cornered foe will fight back at full effect against their pursuers, so in the next assault phase the combat continues as before, with no one counting as charging. In effect the attackers have chosen to continue the combat instead of allowing their opponents to fall back.
If the sweeping advance roll is equal to or under the fall back roll the losers extricate themselves from the combat successfully. Make the fall back move for the losing unit — the winners can now consolidate as detailed below.
Some units like bikes and jump packers make faster sweeping advances – typically 3D6" – where this is the case it will be detailed in their special rules. Such units excel in harrying an opposing unit to death with their superior speed and should be employed against battered or fragile enemies for best effect. Conversely, some units like Terminators are too slow and ponderous to pursue a defeated enemy and are not allowed to make a sweeping advance, where this is the case it will be noted in their special rules.
Designers Notes: Sweeping advances have been heavily modified in order to prevent assault units rampaging across the tabletop faster than a speeding bullet. We've also taken into account that units which must make compulsory Sweeping Advances will tend to get wrapped up in slaughtering what they are fighting instead of acting with the best of tactical pecuniary.
Consolidation
If they do not choose to sweeping advance, or the sweeping advance attempt fails, the victors of a close combat may move up to 3" in any direction to consolidate their position and recover an effective formation. Units consolidating their position ignore difficult terrain. This move may be used to contact enemy units and lock them in combat but the consolidating unit must maintain unit coherency and does not count as charging when the combat is worked out next turn. Note: sometimes a losing unit will only fall back 2 or 3" from a combat, and it is perfectly possible for a consolidating unit to move back into contact with such slow-footed foes.
Consolidation may not be used to embark on a transport vehicle unless it is open-topped.
Multiple Combats
If several units are fighting in the same combat, total up the number of Wounds inflicted by each side to determine who is the winner. All the units on the losing side have to check their morale. Individual winning units can only sweeping advance or consolidate if all of the units they are Locked with fall back. If the unit chooses to Sweeping Advance it makes a single roll and compares it to each of the enemy units' fall back scores — any that it beats are kept Locked in combat. Units that stay fighting may make Reinforcement moves. When a unit is fighting more than one enemy unit their attacks must be divided between them. This is done as follows: models engaged in combat with, or supporting a model engaged in combat with, a single unit must attack that unit. Models engaged with enemy from more than one unit, or able to support friends engaged with enemy from more than one unit, can choose which enemy unit they fight against.