If a unit flees due to a failed Break test then the winning unit may attempt to pursue. Roll 3D6 if the unit's Movement characteristic is greater than 6" otherwise roll 2D6. If the total rolled is equal to or greater than the Movement rolled for the fleeing unit then the fleeing unit is caught and destroyed. If the total rolled is less than the fleeing unit's Movement then the fleeing unit remains in play. Whether the fleeing unit is destroyed or not, move the pursuing unit the distance indicated on the dice in inches.