Oberst Hausser
Member
For those getting into the intricacies of ASL I have been developing a mini CG and have come across some subtle points about routing.
I thought I might share this and see also how many people are aware of the content below.
ROUTING: ...nor—regardless of terrain—may it end a RtPh ADJACENT to or in the same Location with a Known enemy unit that is both unbroken and armed [EXC: Night; E1.54].
This is not very common which is why it is confusing. In woods it can happen ( and indeed has) that broken units from both sides rout in such a way that they end adjacent.
It seems to be the case that these units CAN remain adj without causing DM to one another ( both broken), it even seems that DM units can "shimmy" next to broken enemy units insofar that they are not required to move away. This can be vital in some circumstances in that it allows the much needed separation that is needed in " close encounters".
Presuming the above is true, then it is a rally race as to who becomes UN DM first, which will immediately place the other unit then under DM . ( Which gives it the chance to "move away").
ON A SLIGHTLY DIFFERENT Q: At night
In this instance we are trying to STOP the infernal enemy from routing to his lines thus kill him for "failure to rout". It seems that the best way is provide enough GO units ( any type) such that any move is ( in fact) towards a KUE. Since by the last sentence of E1.54 ".. and does not have to Low Crawl towards any particular terrain type, but still may not rout toward a Known enemy unit."
I thought I might share this and see also how many people are aware of the content below.
ROUTING: ...nor—regardless of terrain—may it end a RtPh ADJACENT to or in the same Location with a Known enemy unit that is both unbroken and armed [EXC: Night; E1.54].
This is not very common which is why it is confusing. In woods it can happen ( and indeed has) that broken units from both sides rout in such a way that they end adjacent.
It seems to be the case that these units CAN remain adj without causing DM to one another ( both broken), it even seems that DM units can "shimmy" next to broken enemy units insofar that they are not required to move away. This can be vital in some circumstances in that it allows the much needed separation that is needed in " close encounters".
Presuming the above is true, then it is a rally race as to who becomes UN DM first, which will immediately place the other unit then under DM . ( Which gives it the chance to "move away").
ON A SLIGHTLY DIFFERENT Q: At night
In this instance we are trying to STOP the infernal enemy from routing to his lines thus kill him for "failure to rout". It seems that the best way is provide enough GO units ( any type) such that any move is ( in fact) towards a KUE. Since by the last sentence of E1.54 ".. and does not have to Low Crawl towards any particular terrain type, but still may not rout toward a Known enemy unit."