American Civil War Game Club (ACWGC)
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Routed units
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=18606
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Author:  John Ferry [ Sun Feb 10, 2013 12:35 pm ]
Post subject:  Routed units

Gentlemen
Has anyone ever come up with house rules for routed units that retreat the wrong way and end up behind enemy lines in unrealistic situations?
J Ferry
2lt 2/20th Corps

Author:  Drex [ Sun Feb 10, 2013 4:51 pm ]
Post subject:  Re: Routed units

There is a problem here that can only be handled by a house rule unless the Club adopts a new ruling on it.
A routed unit should not be able to recover but it does through disruption and finally normal status, fully armed and ready to do battle. This would never happen behind enemy lines in real life but it does in the game. Most routed units would never stay together intact, keep their weapons and have a leader but in the game they do.
Also the AI usually moves the routed unit to a nearby forested area, if it can, hidden from the opposing side. The friendly side can see it - which again in real life would not be the case - but the opposing side does not which means it can have a full regiment or more behind its lines unseen. I can't tell you what problems this has caused me and it continues.
I have suggested that all routed units behind lines be forbidden to attack and when recovered to disruption or better, must make their way back to their lines. However, if they are seen and attacked then they may defend themselves. Sometimes it is better to leave the routed/recovered units hidden through the game rather than chance it being discovered. However, as often happens, more than one regiment routs behind the lines at the same time and if they unite can still form a formidable force to be reckoned with. Thus the rule that they can only go on the offensive if they are attacked first but this includes opportunity fire so the offensive can be forced.
I invite other solutions to this problem as it is still as prevalent today as was years ago.

Author:  John Ferry [ Sun Feb 10, 2013 5:02 pm ]
Post subject:  Re: Routed units

Exactly the conundrum.
Other possible solutions: * If the unit cannot get back to its own lines it could be exited off the map.
* The owner of the routed unit would announce he has a unit which needs to return to its lines, and the opposition could dictate a route that the routed unit could take under flag of truce--once it has become disrupted, of course.
* Agree that the unit will not engage in combat, and the opposition will not fire on it until it is back within its lines.
* Unfortunately, the unit that routs into a nest of enemy units and is wiped out, cannot be saved. Units should only route toward their source of supply. This is in effect in some other wargames.
Ferry
2lt 2/20th Corps

Author:  mihalik [ Sun Feb 10, 2013 6:23 pm ]
Post subject:  Re: Routed units

Here are some of the club rules of the AGWGC pertaining to routed units:

5.1.4 Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory. Removal from the map of individual units, routed behind enemy lines by the game engine, is allowed. (This rule is waived in the case of campaign scenarios.)

5.1.5 Routed units will not be moved in such a manner as to cut off an enemy retreat deliberately by the player. Units moved by the computer are exempt from this restriction.

5.1.6 If conducive to a routed unit’s survival, the unit should be moved towards their own lines (except when such a move would violate item 5.1.5 above).

Author:  John Ferry [ Sun Feb 10, 2013 6:59 pm ]
Post subject:  Re: Routed units

Very succinct. I would add, if it is not mentioned elsewhere, that routed units should not be used to block the other side's reinforcements.
J Ferry
2LT 2/20th Corps

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