un-pursued Rout Path

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imanfasil
Staff Sergeant - Kavallerie
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un-pursued Rout Path

Post by imanfasil »

Pretending I have a broken unit in a vacuum (no terrain, no other units)... should the broken unit wheel to face its board edge on its first turn of rout so that it can move directly off the board? It seems like depending on the angle usually NOT wheeling would get you closer but might overall take you longer to leave the table.

Do you just measure the distance from the closest corner if it moved straight (at the angle) and compare it to the distance it would be if you wheeled and moved to make the determination?

Once that is answered - Adding back in a complication - how do you deal with terrain? Lets say a unit break 20MUs in front of the middle of a 12MU wide lake (impassable terrain). Do I start angling around the lake right away or would I move directly towards it (closer to my board edge) until the turn I'd actually not be able to move my full distance and then turn 90 and start going around?

How about Friendly units - can I wheel to pick a path between them... or if I'd end closer by moving through them should I burst through? (I understand I can shift a base and drop bases back to avoid bursting through - but assuming those won't work).

Thanks,
James
david53
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Re: un-pursued Rout Path

Post by david53 »

imanfasil wrote:Pretending I have a broken unit in a vacuum (no terrain, no other units)... should the broken unit wheel to face its board edge on its first turn of rout so that it can move directly off the board?

Thanks,
James
No it moves directly away from the combat or if shot at by more than one BG it splits the angle.

On the JAP move should the enemy still be in contact you still stay at whatever the angle too the enemy BG.

In future JAP moves if the enemy loses contact you now move directly to your base edge, if they stay in contact you carry on at the angle.

Hope this helps
bbotus
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Post by bbotus »

imanfasil

Pretending I have a broken unit in a vacuum
I think you are talking about page 100, 1st bullet , 2nd column. If a BG groups breaks in other circumstances (like testing for friends/general), it routs directly towards its side's rear table edge. So in that case, you would turn 90 or 180 first and then wheel, if necessary, to be perpendicular to the rear table edge, then finish the move distance. The turn and wheel must be the shortest distance possible. So you couldn't turn 90 to the left if turning 90 to the right would get you closer to the rear table edge.
how do you deal with terrain? Lets say a unit break 20MUs in front of the middle of a 12MU wide lake (impassable terrain).
Page 100, 2nd bullet, 2nd column says to adjust move as per evade moves. So go to page 67. You are allowed to shift 1 base sideways to avoid terrain and drop back bases if that helps avoid the terrain, otherwise the 2nd dash (-), 2nd column says the unit turns 90 degrees and wheels to move parallel to the edge of the terrain. You cannot move at an angle to the terrain at any time. The moves are either directly away from the enemy or directly to the table edge until you reach the terrain, then you parallel the terrain until you get around it.
How about Friendly units - can I wheel to pick a path between them.
No. Again, you can only move directly away from the enemy or directly to the rear table edge. Page 67 1st dash (-) and * , 2nd column says that if you can't shift 1 base and drop back bases to avoid friends then you move with no shifting/contracting allowed and burst through them. This is the best system I've seen for deciding when to burst through friends.

NOTE: If it is a legal interpenetration, then it does not count as a 'burst through'.
imanfasil
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 315
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Post by imanfasil »

TYVM.. that was exactly what I was looking for... I understood having to rout away from pursuers or cause of break, but was curious about moving in following turns. I don't know why but I don't read it as crystal clear that you have to wheel to face your board edge and move directly that way... just becuase that might mean you wind up further from the board edge than if you had moved your full move in the direction you were facing (toward your board edge but at an angle).

Thanks again!
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