Sean Deller
Member
Is a unit under a Gunflash (or an equivalent fire counter) but beyond NVR considered a KEU, thereby denying an enemy unit the ability to rout towards it (assuming LOS)?
Sean
Sean
I agree. The rules do not equate Gunflashes/Fire Counters with KEU status. So for routing and Freedom of Movement purposes, these units are not considered (unless they become KEU some other way).There is nothing in the rules that suggests that a gunflash is treated as a KEU in any way, nor that a unit may not rout toward a gunflash.
JR
This is a good point but for the fact that the rules are not that well put together. A Melee is a gunflash for as long as the Melee exists, and during the RtPh a unit may run into mines. It's not clear for the second case whether one places a gunflash counter during the RtPh, as it would remain active until the next AFPh. That seems surprising to me on first consideration (but perhaps it is so). Even assuming that no gunflash is placed during the RtPh for mine attacks, there would still be gunflashes from Melees.Further (I think) - the Gunflash markers are removed at the end of the AFPh so wouldn't be present at the start of the Rout Phase
Interesting nuance to that, you're right. Prep and First/Final Markers would be removed. The rules to enumerate what causes a Gunflash:This is a good point but for the fact that the rules are not that well put together. A Melee is a gunflash for as long as the Melee exists, and during the RtPh a unit may run into mines. It's not clear for the second case whether one places a gunflash counter during the RtPh, as it would remain active until the next AFPh and that would seem surprising. But even assuming that no gunflash is placed during the RtPh for mine attacks, there would still be gunflashes from Melees.
JR
Walking through the sequence, I'd agree. The ASOP doesn't have any other mention of when to REMOVE the Gunflash markers except at that one point.After a bit more thought I think that a successful mine attack during the RtPh and/or APh as well as a successful ATMM attack during the CCPh creates a gunflash that is not removed until the AFPh of the next turn.
JR