RED ELF
PILE IN MOVES

At the end of each Assault phase, models in units that were locked, but which are not themselves engaged in combat. MUST move up to 6" in an attempt to contact enemy that were in the same combat. This is done in the same way as moving chargers but is not slowed by difficult terrain and does not trigger Dangerous Terrain tests.

When making Pile In moves, the player whose turn it currently is moves first. A Pile In move may not be used to contact enemy units that are not currently involved in the assault. Once a unit is locked in combat it may only make Pile In moves and may not move in the Movement phase.

If, for some reason (mass carnage usually), the Pile In moves of the combatants are insufficient to allow them lo get any models engaged, the assault comes to an end. Both sides may make Consolidation moves instead.

SHOOTING INTO & OUT OF CLOSE COMBAT

Models belonging to units locked in combat may not fire weapons in the Shooting phase. Their attentions are completely engaged by the swirling melee. Likewise, while especially twisted and soulless commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is not permitted. The events in a close combat move too quickly and the warriors themselves will be understandably hesitant about firing on their comrades (they may end up in the same straits soon enough after all).

Locked models may not normally become casualties due to shooting. While Blast markers and templates may not be placed such that they cover any models locked in combat, they may end up there after scattering and will then affect friend and foe. Units that are locked in close combat do not have to take Morale and Pinning tests caused by shooting; they are considered to be much too focused on fighting to be worried about being shot at!