5. Loser Checks Morale
Units who lose a close combat must test their morale to hold their ground. If they fail they must abandon the fight and fall back (see Losers Break Off and Winners Consolidate). If they pass, the unit holds its ground and fights on – basically the combat is drawn and no further account is made of the unit's defeat (apart from some good natured taunting by the winner!).
Morale checks are covered in more detail in the core rulebook's Morale rules. The fall back rules are presented in Fall Back!. Some units have differing fall back rules, where this is the case it is detailed in their special rules.
6. Reinforcement (or 'Pile In') Moves
At the end of each assault phase, models in units that are Locked but which are not Engaged in combat themselves MUST move up to 6" in an attempt to contact enemy which their own unit is Locked with. If they cannot engage the enemy they must get as close as they can to them without moving out of unit coherency. Terrain does not affect reinforcement moves, nor does the presence of enemy models. Unlike in a charge, reinforcing models may move through obstructing terrain and models in order to engage — it can be imagined that the fighters at the front of the combat are becoming increasingly embroiled and making such movement possible. Note that the other restrictions of making a charge still apply, so models must contact enemy models who are not already engaged in combat in preference to those who already are, and must end their moves in coherency with another member of their own unit.
Whenever both sides in an engagement have extra models to move, the player whose turn it is moves first.