A player may decide that he would prefer his unit did not pursue a fleeing enemy. Normally a unit must pursue if it is able to do so, but, before rolling to see how far the enemy flees, the player may attempt to halt the pursuit by making a rest against the unit's Leadership (Ld). 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. Roll 2D6. 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, hedgerow or a comparable obstacle or fortification. As pursuit would force the unit to abandon its secure position there is obviously an incentive to stay put! In such a case, the player can choose whether to pursue or not without the need of a dice roll.