RE: Retreat, again.
GG we just had a relatively long discussion of the Flee from Entrenchment which is under Assault.....
Peter came up with what I think is a reasonable game mechanic....IF the Demoralized unit,
in an Assault which is an Entrenchment, misses his recovery
by >2---only then he MUST flee from the Entrenchment....<=2 they may choose to stay.....
If it's not an Assault hex, they never have to flee....if it's an Assault hex, they have to maintain a minimum <2 over
composure to stay....
Point is Demoralized units are outside of our tactical control....but, they are not necessarily suicidal....
GG, one more thing that might make this discussions easier is to normalize the nomenclature....
There is no "Retreat" in PG.....we don't "Rally" either...
We "Recover" disrupted and Demoralized units
We "Flee" if a Demoralized unit fails to recover and can be impacted by enemy fire....
And we have "Entrenchments" not fortifications.....
Miguel-- I don't see where you don't have to flee from a town---IF you can be impacted by enemy fire....
For example---if a single hex town hex....was within range of enemy INF/HMG....and the town hex was
obliterated with OBA---causing all units in the Town to be Demoralized.....The units would have to roll to
Recover---and IF they Failed they would have to Flee....
The only time they would not is if the town was surrounded and they are forced to approach a known enemy unit
in attempt to flee--in that case, the don't....otherwise, if in Town, Demoralized and fleeing---they would bolt as long
as every hex was equal or further away---and head in direction of closest SAFE terrain, or board edge....(14.33)
I think that's right.....
Towns do help -1 with Recovery rolls...but....they don't have same impact as Entrenchments regarding Fleeing...
|