The Fight Phase

The Fight phase is the only phase in which both players act. Combatants first pile in to bring more models into contact, then make melee attacks in an alternating sequence, and finally consolidate their positions. Units that charged this turn strike first.

Sequence of the phase

The phase runs through five steps: the start of the phase, Pile In, Fight, Consolidate, and the end of the phase. You are required to fight with every unit that is able to, but piling in and consolidating are optional for each unit.

Pile In

Both players make pile-in moves with the eligible units they choose to move — the active player resolves all of theirs first, then the opponent. No unit may pile in more than once this step.

A pile-in move has a maximum distance of 3". A unit qualifies if, at some point during the Fight phase, at least one of the following is true: it is currently engaged, it charged this turn, or it was chosen to make an overrun fight this phase. The move follows the standard Moving rules.

Fight

A unit can fight provided it has not yet been picked to fight this phase and one of these holds: it is engaged, it was engaged when this step began, or it charged this turn. Combats resolve in two sub-steps, and players alternate selecting one unit at a time.

If a unit becomes a Fights First unit and eligible to fight during the Remaining Combats sub-step, the sequence returns to Fights First Combats before continuing.

When a unit is selected to fight, choose one fight type it qualifies for and resolve it:

Consolidate

Both players make consolidation moves with their eligible units, active player first, no more than one per unit. A consolidation move has a maximum distance of 3", and a unit is eligible if it was eligible to fight this phase. Before moving, select a consolidation mode in priority order:

Engaging Consolidation is aggressive: it can drag your unit into combat with fresh enemies who then get to strike back, so weigh how far you push a unit that has already fought.

End of the phase

Finally, any rules that trigger at the end of the Fight phase resolve, closing out the battle round's combats before the turn passes.

Frequently asked questions

Who fights first in the Warhammer 40,000 11th-edition Fight phase?

Units with the Fights First ability are always resolved before anything else, and players alternate picking one eligible Fights First unit at a time starting with the active player. Any unit that made a charge move this turn counts as a Fights First unit for that phase.

How far can a unit pile in during the 40k Fight phase?

A pile-in move has a maximum distance of 3", and every model that moves must finish closer to the closest pile-in target, ending engaged with it where possible. Models already in base contact with an enemy cannot be moved.

Is piling in and consolidating mandatory in Warhammer 40,000?

You must fight with every unit that is able to, but piling in and consolidating are optional and you choose which eligible units make those moves. Each unit can make at most one pile-in and one consolidation move per phase.

What is an overrun fight in Warhammer 40,000 11th edition?

An overrun fight is available to a unit that is unengaged now but became engaged during the Fight phase after starting the step unengaged. It grants one extra pile-in move and can drag previously unengaged enemy units into Engagement Range, making them eligible to fight this phase too.

What does Engaging Consolidation do in the 40k Fight phase?

When a unit that is not engaged ends within 3" of enemy units, Engaging Consolidation moves it into base contact with them, and any of those enemies that has not yet fought is then selected by your opponent to strike back. It is aggressive, so weigh dragging a spent unit into fresh combat before committing.