Page 3 of 3

Posted: Wed Apr 01, 2009 10:25 pm
by SirGarnet
1. When routing directly away from a combat you just turn 180 and go for it (we are all happy with this).
Just turn all the bases around and run for it or Turn 180 forming up on the former rear edge? I think you mean the former but need to be clear (since I only use the designated FoG Rules pen to write notes in my rule book).
4. Complexity 4 is when they need to avoid onstacles. Having done 3,2,1 they can shift and drop back as long as legal in the rules
5. Complexity 5 - there is pysically no room to rout via 3,2,1 and 4. They burst through friends of are destroyed if blocked by enemy.
So the issue with wheels stuck in enemy is taken care of by the permitted shift/drop back if there is room.

Trying to apply the evade mechanics here:
* The shift must occur before the wheel, correct?
* Is it limited by "to get past" to only as much as is needed to allow the routers to end their wheel clear (leaving some extra distance they might use later to shift for other obstacles? (My concern is that shifting a full base width unnecessarily allows the routers to gain distance.)

Mike