CC with AFV

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After an OVR .....

Is the AFV stopped if it finishes it's MPh in that hex? In the SAME turn does an enemy that DM have an opportunity to rout as normal?

If so , when is this not the case ?Do infantry have to be in the hex to stop this normal rout .....Seems pretty slippery ....

Thank you..
 

WuWei

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Only a Melee prevents the normal rout. If you enter the location in the MPh, there isn't a Melee at the beginning of the RtPh. It doesn't matter if it's a vehicle or infantry.
 
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Ok so it's good to be broken in some cases . You could vol break and just keep " repositioning' by this method A10.41

Also avoid AFPh by the AFV.Rout happens before AFPh...

You could even do this in an OVR or if the AFV sits on you as well and does not break you .

Very sneaky ....
 

semenza

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The AFV Stops or ends it's Mph in Motion at the players choice. Either way it must spend all of the MP one way or another to remain in the hex. Spend extra when entering the hex, change VCA a bunch of times. Or Stop then Delay 'x' points.

Lots of players miss the fact that you can't Delay (exc; Platoons) unless Stopped. It generally comes down to .......... Spend extra when entering (which needs to be announced when entering) or Stop to Delay.

Seth
 
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The AFV Stops or ends it's Mph in Motion at the players choice. Either way it must spend all of the MP one way or another to remain in the hex. Spend extra when entering the hex, change VCA a bunch of times. Or Stop then Delay 'x' points.

Lots of players miss the fact that you can't Delay (exc; Platoons) unless Stopped. It generally comes down to .......... Spend extra when entering (which needs to be announced when entering) or Stop to Delay.

Seth
I was looking at the DM part and the ability to get away from the AFV, the delay does not affect the infantry unit I don't think ....

Is that the same if an infantry unit was in the same location. Either broken could just rout away. Thus both need to be in GO to actually melee..
 

semenza

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I was looking at the DM part and the ability to get away from the AFV, the delay does not affect the infantry unit I don't think ....

Is that the same if an infantry unit was in the same location. Either broken could just rout away. Thus both need to be in GO to actually melee..
I was responding to the first part of your question ......... "Is the AFV stopped if it finishes it's MPh in that hex? "

Seth
 

Vinnie

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Ok so it's good to be broken in some cases . You could vol break and just keep " repositioning' by this method A10.41

Also avoid AFPh by the AFV.Rout happens before AFPh...

You could even do this in an OVR or if the AFV sits on you as well and does not break you .

Very sneaky ....
No Rout happens after the AFPh.
But if the AFV did an overrun, it would be marked with a Bounding fire counter anyway.
 

WuWei

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Ok so it's good to be broken in some cases . You could vol break and just keep " repositioning' by this method A10.41
Voluntarily breaking is an advanced skill and very useful in the right circumstances.
Also avoid AFPh by the AFV.Rout happens before AFPh...
From memory:
RPh - PFPh - MPh - DFPh - AFPh - RtPh - APh - CCPh
 

ScottRomanowski

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Ok so it's good to be broken in some cases . You could vol break and just keep " repositioning' by this method A10.41
It is an advanced skill as @WuWei wrote because you may find that a skilled opponent has moved so the broken units can't rout, or have to rout to a destination you don't like.
Nevertheless, in the last Player Turn of a scenario, voluntarily breaking and routing up a level in order to retain control of a building is a tool that should be in everyone's repertoire.
 
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