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PostPosted: Wed Sep 21, 2005 3:12 am 
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Joined: Tue Apr 02, 2002 3:11 am
Posts: 338
Location: Isle of Man
In my current Peninsula campaign, I have had 2 occasions where routed artillery units were unable to move one hex as they were totally surrounded by woods hexes and were identified as having insufficient movement to do so.

I take it there isn't a "minimum one hex movement" rule in place, or should they be able to move?



Maj Gen Sean Turner
3rd Cavalry Division, "Yankee Thrasher"
I Corps
Army of Alabama


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PostPosted: Wed Sep 21, 2005 3:27 am 
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Joined: Wed May 23, 2001 5:41 am
Posts: 873
Location: Somewhere between D.C. and the battlefield
No there isn't. It's a straight comparison of movement points available with movement points needed for the movement (considering hex terrain, hexside features and elevation changes). The former don't suffice, you don't move.

It was already there in the Norris versions of the BG games. Disrupted arty didn't move in woods at all.

It's also there in the EAW games (1776 &c.) where routed units, because of their halved movement allowance, are frequently unable to get down from a wall they had assaulted the turn before. Hard to believe that routers would be slower to get out of the trouble than they were getting into it in the first place; if anything, then the concept of routing would imply the opposite. But there it is.



Gen. Walter, USA
<i>The Blue Blitz</i>
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PostPosted: Wed Sep 21, 2005 4:18 am 
I find this rule particularly absurd, especially in situations where for whatever reason the routed unit does not move when routing but just stays in place in routed status.

Why does that happen, anyway? What causes some units to just route in place while others promptly run many hexes to the rear - far exceeding their 6 movement points in the process. It is a little illogical that these routed units can run on their own for the equivilant of over 20 or more movement points (multiple hexes through woods and over streams, for example) and then the next turn when we are back in control they are once again limited to just 6 mvt points.

I would certainly support a rule allowing at least one hex movement for all routed units regardless of terrain (unless normally prevented even at full movement allowance, such as river hexes or embankments for artillery and cavalry, etc.)

Regards,
Lt. Col. Alan Lynn
3rd Battery "Jacksonville Greys"
4th Div, II Corps, AoA
God bless <><


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PostPosted: Wed Sep 21, 2005 5:19 pm 
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Joined: Wed Nov 17, 2004 7:00 pm
Posts: 847
Location: Mukilteo, Washington, USA - 25 miles north of Seattle
<font face="Andale Mono"><font color="pink">What is worst is having your artillery rout into the swamp, no matter whether disrupted or not, your artillery unit will stay there! Movement in swamp for artillery is prohibited![xx(]<hr noshade size="1"><hr noshade size="1"></font id="pink"></font id="Andale Mono">

Nick Kunz
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3rd Cavalry Division,
III Corps, Army of Alabama
Confederate States of America
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