Fleeing Elements
Elements fleeing from combat typically simulates evasive action taken by these troops to avoid close quarter fighting, relying on their short range missile fire to inflict damage (such as Skirmishes and Cavalry vs Pk & Sp.)
To ‘flee’ an element from combat; (Note: v3.0 now adds the "recoil" to the flee movement!)
- Recoil the element and turn it about 180 degrees,
- Measure & move the full tactical move distance directly away, adding an extra 50 paces,
- If any enemy/friendly elements obstruct its path (those it cannot pass through), it must turn a minimum necessary to avoid contact (up to 9 deg). This pivot is done directly after the recoil.
Diagrams drawn to 15mm scale, all dimensions in "mm" unless otherwise specified.
Step A- a LH(F) element in combat is doubled and forced to make a flee move. Step B - the LH(F) recoils and does an automatic 180 degree turn. Step C - the LH(F) makes a full tactical move to its original rear. The movement is measured from its starting rear edge to its final front edge position. Step C2 - an alternative situation with the LH(F)'s path obstructed by friendly elements. It turns a minimum necessary to avoid obstruction. The pivot is done after the recoil.
Page 24: FLEEING ELEMENTSAfter any initial recoil, a fleeing element can and must change direction by the minimum necessary up to 90o to avoid enemy, friends it cannot pass through or by, difficult going it cannot enter this bound, impassable terrain, or a table edge other than its side’s base edge or, if it successfully flank marched, its edge of arrival, provided that no such obstruction is visible in the new direction within 200p; or to pass through friends it contacts. It is destroyed by enemy or impassable terrain it cannot so avoid. Friends it cannot pass through or avoid are burst through, then flee behind it until it stops or there own movement is exceeded. It cannot deviate to avoid crossing an unfrozen river, or a frozen river, frozen waterway or frozen marsh, a failure to succeed in any of which destroys it, including during an initial recoil.
A fleeing move, excluding any initial recoil, is 50p more than full tactical move distance in that terrain. If it involves a turn, movement distance is measured from the original position of the element's rear edge after any recoil to the final position of its front edge. It ends without turning again.