This is somewhat onerous on people who have bad inits unless it is their intention to close, because anything else and they'll have to anticipate people jumping them or running away. If you declare that you will circle and defend your position, and the enemy decides to just leave you alone that turn you've basically lost an action. D'oh!
I rather like that rubric.
So for example with zombies:
- The Zombies have atrociously bad initiatives, so they have to declare movement first. They of course choose to heedlessly close with the warrior.
Now the warrior has two main options. He can either try to run away, in which case it's a chase interception and he has to beat all the zombies or they start getting to attack his rear in a non-sexy way. Or he can circle and defend his position. In this case he can make tests to try to stay away from the zombies and he'll get an attack on one of the zombies if it actually manages to close anyhow.
In the first option, his hope is that he can beat all of the zombies in a chase test long enough to hide or get help. Failure to do so and zombies will tackle him and pull him down.
In the second option, his hope is that he can keep beating almost all of the zombies while he cuts them down one at a time with an axe. And of course if he gets swarmed, the zombies will bite him repeatedly.