Retreat rules

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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wadortch
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Joined: Fri Mar 18, 2011 9:41 pm
Location: Darrington, WA, USA

Retreat rules

Post by wadortch »

Hello all.

What are the retreat rules? I find the types of retreats described in the manual but do not find WHERE units are likely to retreat. Am experiencing a lot of randomness on this so far including units retreating to hexes in enemy ZOC when safe hexes are open. What is the story here?

Walt
Walt
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Flaviusx
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RE: Retreat rules

Post by Flaviusx »

My rule is take no chances and physically block any retreat routes you don't want them going to. It's the only way to be sure.

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lancer
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RE: Retreat rules

Post by lancer »

Hi Wadortch,

There's a check list of priorities involved but keep in mind a unit may not always be legally able to retreat into a safe hex for a variety of reasons such as being truck borne in mud conditions, armour being unable to move into a swamp, or having insufficient remaining AP's for the terrain.

Vic might chime in here with more info.

Cheers,
Cameron
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Vic
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RE: Retreat rules

Post by Vic »

There is a bit of randomness. But expect the enemy to flee in the opposite direction of your direction of attack.

Best wishes,
Vic
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wadortch
Posts: 259
Joined: Fri Mar 18, 2011 9:41 pm
Location: Darrington, WA, USA

RE: Retreat rules

Post by wadortch »

Hello and thanks for this information!

Walt
Walt
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