Morbio wrote:I'll summarise the key points I've read, and maybe add some more of my own.
When a unit routs, it should not (normally):
- Rout through engaged units if an open path exists
- Rout through steady HF or MF units (I personally believe the HF point makes some sense, one could argue that the MF is not sufficiently tight to stop them)
- Rout through significantly more hexes than they could normally move through. e.g. 50% more is maximum. In my original post at the top, a unit which normally moves 2 hexes suddenly was able to move through 10 hexes whilst pushing their way through 6 units, 5 of which are in close order and all 6 are in combat.
Given these constraints, if no clear path exist they should stand and be slaughtered.
Regarding direction, then the preferred
initial routing direction should be directly away from the attacking unit that caused the rout (which is common sense IMO). However, if this path is blocked then an alternative direction should be considered.
I agree with what you are saying on paths routers take and on distance, howver not on the points of heavies preventing ather units from routing thru them nor on the slaughter part.
As it stands now a unit trapped once it routs basically disintergreats after the turn is over it it cant flee. If units cant burst thru there own ranks it seems that a fight between 2 main battle lines will basically turn into a less dynamic match of ist line moves up, routes, disappears, bring up the next etc etc
Look at scenarios that feature large undrilled and numerous heavy foot vs a smaller but better quality army ie Indistavio... The Romans really count on routing the german heavy foot in the front ranks and having them disorder the troops behind them in order to win. ie the chain routing disordering effect
I think this is a reasonable historical interpretation, ie a mass of ill disciplined , yet firece and eager troops will eventually disolve into disorder and panic if the front ranks give way.
Also look at the canned historical scenarios. For the most part the armies deployed are nothing like how players deploy in the dag battles. Units are more spread out, there are often distinct 2 or even 3 battle lines with a reasonbale distance from eachother to prevent chain routing (ie carths at ZAMA)
Of course the tactical disadvantage of deploying in multiple lines is that your frontage is smaller and less troops can engage at any one time.
Also the battle group in fog terms isnt a discreet unit in that it is arrayed in x ranks, y files at 1 meter per man etc, but is considered to be , well, a group of like units arrayed, somehow in that hex
If lights , including cavalry can interpenetrate heavy battle group on purpose, why can fleeing men>?