If a unit wins a combat and all of the enemy it is fighting break and flee, then the victorious unit will normally pursue. The troops triumphantly surge forward, hacking at their retreating foes as their backs are turned, cutting them down as they run. Note that a unit may only pursue if all the troops it is fighting break - if one unit breaks and another stands and fights on then the victorious troops do not pursue. Like fleeing, pursuit is a hectic and uncontrolled affair, so dice are rolled to determine how far the pursuing unit moves.
Once fleeing troops have been moved victorious units may pursue. To find out how far they pursue roll 2D6 or 3D6 in exactly in the same way as for fleeing troops. The pursuers are moved the distance indicated straight towards and through the fleeing troops if they move far enough. If the pursuers move further than the broken troops then the fleeing unit is completely destroyed - all the troops are cut down as they run. If the pursuers do not move far enough to catch the fleeing troops then no further casualties are caused. The pursuers are simply moved the distance indicated towards their broken enemy.
It sometimes happens that pursuers move far enough to hit a fresh enemy unit. The pursuers are carried forward against the enemy unit as they chase their fleeing enemy. This is considered to be a new charge, and the attacked unit must 'hold' as any attempt to flee or shoot amidst the confusion of running bodies is impossible. The resulting combat is worked out in the following turn. The pursuers are considered to be charging and so get all the usual benefits and bonuses as if they had charged that turn.
Assuming the pursuers do not encounter any fresh enemy they move as far as indicated by their dice roll and are ready to fight normally immediately. In their following turn they may charge, march or move normally exactly like any other unit. No penalty is imposed because of their pursuit move. Units do not continue to pursue during the rest of the game. Pursuit is a single extra move made as soon as your enemy break and flee.
A player may decide that he would sooner not pursue.
Normally a unit must pursue if it is able to do so, but the player may attempt to halt the pursuit by making a test against the unit's leadership (L). This represents the unit's leader calling to his troops to hold, while their natural inclination is to run after the enemy and cut them down as they scatter. Roll 2D6, and if the score is equal to or less than the unit's leadership value then the test is passed and the unit may remain stationary instead of pursuing.
A unit does not have to pursue if it is defending a wall, a hedgerow, a house, or a comparable obstacle or fortification. As pursuing would force the unit to abandon its secure position there is a great incentive to stay where they are! In this situation, the player may decide to pursue if he wishes, but does not have to do so.
A unit which pursues its fleeing enemy off the table returns to the same point in its following movement phase. The unit may not move other than to position itself along the table edge.