7.6 Retreats, Routs, and Advances

There are three types of retreats: normal ("r"), rout ("R"), and cavalry retreat. In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. See 7.7 for cavalry retreats. The choice of retreat distance and path is left to the defender, as long as the path abides by the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are stacked. MP are not expended in a retreat and, with the following exceptions, terrain is irrelevant.

RETREAT RESTRICTIONS

Retreating units are subject to the following restrictions:

Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.

RETREAT PRIORITIES

In addition to adhering to "retreat restrictions", a retreating player must follow "retreat priorities". which are listed on Retreat Charts 1 and 2 (below). A retreating player must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.

Retreat Chart 1

A player must use Retreat Chart 1 in the following circumstances:

Priority #

Description

Manpower Loss *

1

Retreat follows road, pike, trail, or RR into a hex more distant from active enemy unit than hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied.

0

2

Retreat does not follow a road, pike, trail, or RR but is into a hex more distant from active enemy unit than hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied.

0

3

Retreat is not into a hex more distant from active enemy unit than hex retreated out of. That hex retreated into is not in an enemy ZOC or an enemy-occupied hex.

0/1

4

Retreat is into an enemy ZOC, but not an enemy-occupied hex . Retreat is into a hex more distant from active enemy unit than hex retreated out of.

0/1

4

Retreat is into an enemy ZOC, but not an enemy-occupied hex. Retreat is not into a hex more distant from active enemy unit than hex retreated out of.

1/2

5

Retreat is into an enemy-occupied hex.

3

Note: A hex "more distant from the active enemy unit" is defined as one that places the retreating or routing unit one hex further from the active enemy unit triggering the retreat than the hex from which the retreating unit exits, counting by the shortest path possible.

Retreat Chart 2

A player must use Retreat Chart 2 in the following circumstances:

Priority # Description Manpower Loss *

1

Retreat is not into an enemy ZOC or an enemy-occupied hex.

0

2

Retreat is into an enemy ZOC, but not an enemy-occupied hex.

0/1

3

Retreat is into an enemy-occupied hex.

3

NOTES:

* A cavalry unit does not suffer Manpower loss in a cavalry retreat even if it retreats into a hex calling for Manpower loss on a Retreat Chart. Exception: If it retreats into an enemy-occupied hex, it is eliminated.

Use number to left of slash for Manpower loss if retreat, rout, or cavalry retreat is along a road, pike, trail, or RR. Otherwise use number to right of slash for Manpower loss.

Use number to left of slash for Manpower loss if retreat, rout, or cavalry retreat is along a road, pike, trail, or RR or into a friendly-occupied hex. Otherwise use number to right of slash for Manpower loss.

Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:

1. Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.

2. Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.

3. Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities," below.) If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.

4. Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.

OVERRIDING RETREAT PRIORITIES

If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated.

MANPOWER LOSS

If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack -- not just one. There is no limit to a unit's Manpower loss in a retreat, but if the unit is reduced to 0 Manpower value, it is eliminated.

Note: Manpower losses in retreats may vary depending on whether a unit retreats unto a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road, pike, trail, or RR hexside, even if no road, pike, trail, or RR actually crosses that hexside.

BASIC RETREAT PRINCIPLES

To help the players become more familiar with the Retreat Charts, their basic principles are outlined below.

Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a non-enemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR/hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This too may incur manpower loss.)

Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This too may incur manpower loss.)

RETREATS INTO ENEMY OCCUPIED HEXES

Some Retreat Descriptions allow retreats into an enemy-occupied hex. However, a unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.

DEFENDER'S RETREAT OPTION

On any combat result applying to the defender which does not contain an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. In this case, the defender may end the retreat in a hex adjacent to the hex where the retreat began. This retreat is treated as a normal retreat for the purpose of retreat priorities. There is no Fatigue cost to do this. (Exception: If the defender receives a "-" result (no effect), all units participating in the defender's retreat option gain one Fatigue Level.) Even units at Fatigue Level 4 may join in this retreat.


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