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sam1812

Posts: 1903
Registered: August 2006
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Retreating choices
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Thu, 04 February 2010 04:46
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Okay, here's one that came up in a game last night.
I rolled two flags against my opponent's tank. The only way he could retreat the full two hexes would be to go into his right flank, where he would be unable to order it. He could retreat just one hex into the center section, but two units would block any further backward movement. (He was planning to play an Assault Center on the next turn, and had no Right cards.)
Is it permissible for him to retreat one hex into the center, and remove a figure for the second, blocked retreat? Or must he always retreat the full 2 hexes if that is possible?
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rasmussen81

Posts: 6059
Registered: July 2007
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sam1812

Posts: 1903
Registered: August 2006
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Re:Retreating choices
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Thu, 04 February 2010 06:19

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That's what we thought.
Thanks.
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rasmussen81

Posts: 6059
Registered: July 2007
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Re:Retreating choices
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Thu, 04 February 2010 06:28

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I think the key is that both flags have to be resolved in some way. As long as the unit moves one hex -OR- loses a figure because it can't move, the rules are being followed.
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stevens

Posts: 2725
Registered: February 2007
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rasmussen81

Posts: 6059
Registered: July 2007
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Re:Retreating choices
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Thu, 04 February 2010 15:07

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| stevens wrote on Thu, 04 February 2010 03:28 |
Think of this situation. I am attacking my opponent in close assault. There are two hexes behind me. One is blocked by another one of my units and the other is clear. My opponent plays an "AMBUSH". I choose to take the hits and attack back because the retreat to one side was blocked. Does this make sense. Is this a play that you would not object to.
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In your example, the rules are very clear. If you can retreat to an open space you must go to that open space instead of choosing to lose a figure. But in Sam's example the unit did retreat...but then couldn't retreat the second hex. Players get to choose where they want to retreat one hex at a time...even if that gets them into trouble later on.
The question becomes whether two flags from the same attack are resolved one at a time (which I believe is the case) or as a lump movement (which you seem to believe).
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Hawkmoon von Köln

Posts: 3035
Registered: February 2006
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Re:Retreating choices
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Thu, 04 February 2010 15:34

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I think you're right, Jesse.
When we are playing Ancients, we can choose our retreating hex and sometimes lose some figs if it's more interesting (like Sam said) for our next turn.
I think that each hex has to be crossed separately when multiple flags are rolled against an unit.
Greetings from Le Mans and sorry for my poor english.
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Nightrain

Posts: 424
Registered: October 2008
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Re:Retreating choices
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Thu, 04 February 2010 17:59

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in a case with only one flag, i'm sure that you have to retreat to an open path, but in a case with two flags, i believe you have to execute the first flag, and then execute the second flag, so if you pick an open path on your first flag, but then you have to lose a figure on the second flag, i guess that's still legal, but this might be an interesting addition to the next FAQ, jesse might need some more effort lol
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Achtung Panzer

Posts: 946
Registered: December 2007
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Re:Retreating choices
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Thu, 04 February 2010 18:21

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Flags (retreat) are not Grenades (destroy) so a retreat should always be the priority outcome when a Flag is rolled. Taking one hex at a time with a two Flag roll, you should retreat to an open i.e. non-occipied and passable terrain rather than choosing to stay put and lose a figure.
Retreats are not ordered withdrawals, they mean your troops are moving away from the action by the shortest route, not one chosen by their commanders. Frustrating, but that's war.
That's how I play it but I mostly play solo so I don't have that many arguments! 
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rasmussen81

Posts: 6059
Registered: July 2007
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Re:Retreating choices
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Thu, 04 February 2010 18:58

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| Achtung Panzer wrote on Thu, 04 February 2010 09:21 | Flags (retreat) are not Grenades (destroy) so a retreat should always be the priority outcome when a Flag is rolled. Taking one hex at a time with a two Flag roll, you should retreat to an open i.e. non-occipied and passable terrain rather than choosing to stay put and lose a figure.
Retreats are not ordered withdrawals, they mean your troops are moving away from the action by the shortest route, not one chosen by their commanders. Frustrating, but that's war.
That's how I play it but I mostly play solo so I don't have that many arguments! 
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You said they have to retreat the shortest route, but either hex option is going to be the shortest! Then the next hex option is going to be the shortest...and on and on.
I'm not clear on which interpretation you believe. Are you saying that the unit should retreat the full 2 hexes if it can? Or are you saying the unit should simply retreat...and if it runs into a blocked hex that's their bad luck?
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Achtung Panzer

Posts: 946
Registered: December 2007
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Re:Retreating choices
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Thu, 04 February 2010 21:34

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A free hex should take preference over a blocked hex where a figure would be lost instead. It really is only an issue with multiple flag roles where a choice of direction may occur.
On the whole I'm against players having too much choice for the consequences of battle outcomes, so purposefully losing a figure rather than retreating into a free hex following a flag role doesn't seem right to me.
Hope you see where I'm coming from on this original question of "gamesmanship":
Is it permissible for him to retreat one hex into the center, and remove a figure for the second, blocked retreat? Or must he always retreat the full 2 hexes if that is possible?
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Nightrain

Posts: 424
Registered: October 2008
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Re:Retreating choices
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Sat, 06 February 2010 03:58

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i think this will still need an official ruling from the referee 
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stevens

Posts: 2725
Registered: February 2007
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Re:Retreating choices
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Sun, 07 February 2010 16:30

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I think you are correct Steve.
This is a question which must have a clear answer. I personally would prefer that the unit have to retreat as far back as possible and not get to lose figures as an option to fully retreating. The opposite position has some obvious strategic advantages which Sam outlined in the original question; keeping your unit in play and also closer for a counter-attack. However, if the rule is to be the other way, so be it! Nevertheless, a clear decision on this rule is very important so that we can all play by the same rule.
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eric

Posts: 3003
Registered: October 2002
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stevens

Posts: 2725
Registered: February 2007
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Re:Retreating choices
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Sun, 07 February 2010 20:14

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Dear Eric,
Thanks for your prompt and clear response.
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Achtung Panzer

Posts: 946
Registered: December 2007
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Re:Retreating choices
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Sun, 07 February 2010 21:50

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| eric wrote on Sun, 07 February 2010 19:09 | You have to retreat as far as you possibly could (in other words, evaluate all the flags rolled at once, and pick any of the retreat paths that give you the MOST retreat hexes).
On easy way to remember is to think of it this way: if you didn't had too, then in theory even with a single flag rolled against a unit with 1 retreat hex blocked and the other open, then you could choose to NOT retreat and lose 1 figure instead. That isn't the case.
Eric @ DoW
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That's what I was trying to say. Thanks for the ruling Eric.
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rasmussen81

Posts: 6059
Registered: July 2007
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Re:Retreating choices
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Sun, 07 February 2010 21:52

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Good to know. I'll include this in the FAQ for the next version. Stevens, thanks for posting this so nicely on the FAQ thread. That will make it easy to include in the file.
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sam1812

Posts: 1903
Registered: August 2006
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Re:Retreating choices
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Sun, 07 February 2010 22:09

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Thank you, as always, Eric.
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Nightrain

Posts: 424
Registered: October 2008
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Re:Retreating choices
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Mon, 08 February 2010 02:15

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Thank you Eric
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GreatDane

Posts: 755
Registered: June 2004
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Re:Retreating choices
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Mon, 08 February 2010 16:44
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Glad to see that the publisher agrees with how I have been playing for years!
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