There are some additional aspects of breaking combat, joining combat and forcing a new initiative roll that I have yet to cover. Consider this example.
Here we have Albert (white) and Bertrand (blue). Suppose Albert is unarmored and has a movement of 5. Suppose Bertrand is in chain mail and has a movement of 3. Albert wins initiative. He attacks Bertrand (2 moves), breaks from combat (1 move) and moves two hexes (2 moves). In effect, he attacks and runs away:
Bertrand is slow. He can move two hexes forward, but it does him no good, as when he gets next to Albert, he won't have enough movement left to attack. Logically, he has nothing to gain from moving forward, so he remains where he is.
Now Albert is free to turn around (no movement cost, as its presumed he manages it with a bit of the last round and a bit of this one). He is two hexes from Bertrand, and because Bertrand did not attack him the previous round, the initiative order has been lost. If Albert moves two forward to attack again, they must both roll initiative, and the winner attacks first.
Albert's tactic works best if Albert has a higher dexterity, and can expect to win most of his initiatives (great for thieves!). On the other hand, Bertrand can circumvent this tactic by possessing a weapon that can be thrown: a hand axe, hammer or dagger can be drawn with one move and thrown with two more. Alternately, Bertrand could have a weapon with a reach of 7 or more feet. If Bertrand were using a polearm, he could step forward one and attack Albert from two hexes away. Aha! Suddenly a pole arm has a logical purpose: