02-27-2014, 07:25 PM,
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russ
Recruit
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Posts: 10
Threads: 2
Joined: Dec 2013
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RE: 8.4 Elevation makes no sense to me
Awesome, Vince, thanks very much for that helpful quick reply!
I'm glad that it seems I understood the basic overall concept of required recovery and fleeing correctly, yay! (I.e. about not being forced to activate demoralized units as long as there are still other possible activations, and about checking recovery each turn you do activate a demoralized unit.)
And thanks very much for correcting me overlooking this important rule:
Quote:Your first error here. If he succeeds in recovery, he becomes DISRUPTED not good order (14.41).
I was indeed incorrectly simply removing the demoralized marker, returning the recovered unit to good order. Doh! This rule is very clear; I just forgot it.
And I like your short simple summary of fleeing preferences:
Quote:Flee further away when you can
Flee the same distance in hexes away if unable to flee further
Stay in place if neither of the above options occur.
Very clear and useful; I shall apply it.
I think I'm now ready to go once more into the breach and try scenario 3 ...
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03-02-2014, 05:45 AM,
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tlangston28
Staff Sergeant
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Posts: 272
Threads: 27
Joined: Jun 2012
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RE: 8.4 Elevation makes no sense to me
(02-27-2014, 06:41 PM)vince hughes Wrote: One thing on that. If in an assault, a DEM unit that fails will have to leave the hex. Again, per the fleeing rules, (if he survives any allowed free hits that might occur) ... Make sure he exits to a hex further from the enemy. If that does not apply, he will still need to leave the hex. The only reason I can think he would remain in the hex was if there were 6 assaults in the hexes surrounding his hex (can not leave an assault and enter another) OR he is in an ENTRENCHMENT. Remember, DEM units do not need to flee from entrenchments.
Vince, one slight thing here, 12.13 does state that if the surrounding hexes in an assault all contain enemy units and he cannot flee, he is eliminated. I think that answers your question about remaining in the hex. Unless in an Entrenchment, He must ALWAYS try to flee or be eliminated.
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