Another rout question

cathmor01

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I've got a question about a specific rout situation. Don't ask how the broken German stack - 2 squads and a leader - got into this terrible situation....(bad dice rolls and a tactical mistake).

In the photo below, can the units route from E5 to F5 then to G6 (being interdicted because they can no longer low crawl) and survivors end the rout in G7.

ASLroute1.JPG ASLrout2.JPG
The rulebook states, "nor if adjacent to an enemy unit may [a routing unit] move to another hex adjacent to that same enemy unit, unless in doing so it is leaving that enemy unit's location." In the next paragraph, the rulebook states, "a broken unit may always rout out of a building in which it begins it's rout phase."

The first sentence seems to indicate that the broken units cannot rout because they are moving from a hex adjacent to enemy units into the only available hex which is still adjacent to two of the enemy units - and they are not in the broken stack's location because they are not in the multi-hex building. But the second sentence seems to indicate the broken units may leave the multi-hex building they started in.

Which rule takes precedence?

Thanks
Bryan
 

klasmalmstrom

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They can't rout, and are eliminated for failure to rout.

This "a broken unit may always rout out of a building in which it begins it's rout phase." - has to be read as - "a broken unit may always rout (assuming it is able to rout) out of a building in which it begins it's rout phase.
 

jrv

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The two rules are addressing different concerns. You really can't have every rule add, "unless there is something else that prevents this." The second rule says that a routing unit can choose to ignore the building it starts in when choosing a rout target. So if, in your example, there had only been a Soviet unit in E6, the broken Germans could rout to D4 or E4 as the closest buildings, but since those hexes are part of the same building the broken unit is already in, the broken unit could use the second rule to ignore those hexes and rout to F3, G4 or G5 as the closest buildings that are not the current one. But this assumes a lot, e.g. that the unit will not be routing toward an enemy unit it can see (I think the broken unit can see H2; assume so and that there are Soviet units in E6 and H2), and also that the broken unit is not routing from a location adjacent to an enemy unit to another location adjacent to that same unit.

JR
 
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