ORIGINAL: moses
The problem occurs with any retreat. Keep in mind that as Mogami says "this is an operational level game." I think that a retreat at this level need not always be a rout.
A retreat should in most cases be thought of as the attacker has taken a key position which compells the defender to pull back to the next appropriate defence position. The defender pulls back in an organized manner over a period of days with minimal loss of equipment/supplies. Certainly there were many instances where a rout was literally what happened. But where large formations are concerned the most reasonable way to view a retreat is as I have stated above.
Maybe a morale check could be used to decide if a unit routs or simply pulls back. Should be based on morale and size of unit. (a small unit in 60 miles of space can be more easily flanked or bypassed then 5 Divisions)
The problem with a view like this though is that it is another example of padding the player decision process in a saftey net. I view this in the same vein as the request to auto retreat air groups when a base falls. rout vs orderly retreat should largely be a factor of player strategy. A player can often see clearly when his defence begins to crumble and does have the capability to retreat volunterily before being "Thrown out" of a hex thus avoiding the bulk of the fobiles being complained about here. My opponent has done this many times in our game. Only in jungle hexes or other constricted terrain is this almost impossible to do but thats the nature of jungle fighting
Also, i havn't seen evidence yet that ALL retreats are rout situations. I've been forced back several times in my game...my units have not been "routed" by this though they have shown the effects. Thats what i want to isolate next....when/where/how much happens with a retreat and how many "retreats" lead to the permanent wrecking of the LCU.





