Will Fleming
Senior Member
No buildings have upper levels and rowhouse bars are not in effect. FYI, the scenario is "Crossfire".
The German unit in W8 can choose the following as legal rout destinations: V10, X10, X8. Can he choose Z7?
i.e. Going to Z7 would cost 4MF along a rout path he couldn't take, but it is 4MF away.
10.51 DIRECTION: A routing unit may never rout toward a Known armed enemy unit (even if that enemy unit is broken or disrupted), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit [EXC: Passengers, D6.1]; nor may it move toward such an enemy unit after leaving its LOS during that RtPh; nor, if ADJACENT to a Known armed enemy unit, may it rout into another hex ADJACENT to that same enemy unit. A routing unit may never move ADJACENT to a Known enemy unit, unless in doing so it is leaving that enemy unit's Location. Otherwise, a routing unit may move toward an enemy unit. Assuming it can abide by the previous requirements, a routing unit must move to the nearest (in MF calculated at the start of its RtPh) building or woods hex (even if overstacked) unless that route is through/into a known minefield or FFE, or is not traversable (e.g., through a Blaze, unbridged Water Obstacle, Cliff, etc.). As long as it reaches that hex during a single RtPh, it need not use the shortest route, but as long as it follows the shortest path in MF otherwise, it may enter a shellhole/entrenchment/pillbox to avoid Interdiction even if it can no longer reach that woods/building hex in a single RtPh. A routing unit can rout into/out of/within a known minefield or FFE at its option, but is not forced to do so merely to reach the closest woods/building hex. At the start of its RtPh, a routing unit must designate its destination and must attempt to reach it during that RtPh [EXC: if using Low Crawl]. If a newly-Known enemy unit prevents this, a new destination is re-figured from that point. Upon reaching a building/woods Location not ADJACENT to a Known enemy unit, a routing unit must stop and end its RtPh in that building/woods Location even if overstacked unless the unit can directly enter another building/woods Location in its next entered hex (not necessarily the same building or through a continuous woods hexside). [EXC: A broken unit in a building need not consider a hex of the same building in which it begins the RtPh as its closest building hex if it prefers to rout out of that building altogether and toward another building/woods hex—even if it must cross Open Ground or another building hex of the same building to do so. A routing unit may also ignore a building/woods hex if that hex is no farther from a Known enemy unit than its starting hex, even if it must rout through that now-ignored hex to reach its destination.]
The German unit in W8 can choose the following as legal rout destinations: V10, X10, X8. Can he choose Z7?
i.e. Going to Z7 would cost 4MF along a rout path he couldn't take, but it is 4MF away.
10.51 DIRECTION: A routing unit may never rout toward a Known armed enemy unit (even if that enemy unit is broken or disrupted), while in that enemy unit's LOS, in any way which decreases the range in hexes between the routing unit and the Known armed enemy unit [EXC: Passengers, D6.1]; nor may it move toward such an enemy unit after leaving its LOS during that RtPh; nor, if ADJACENT to a Known armed enemy unit, may it rout into another hex ADJACENT to that same enemy unit. A routing unit may never move ADJACENT to a Known enemy unit, unless in doing so it is leaving that enemy unit's Location. Otherwise, a routing unit may move toward an enemy unit. Assuming it can abide by the previous requirements, a routing unit must move to the nearest (in MF calculated at the start of its RtPh) building or woods hex (even if overstacked) unless that route is through/into a known minefield or FFE, or is not traversable (e.g., through a Blaze, unbridged Water Obstacle, Cliff, etc.). As long as it reaches that hex during a single RtPh, it need not use the shortest route, but as long as it follows the shortest path in MF otherwise, it may enter a shellhole/entrenchment/pillbox to avoid Interdiction even if it can no longer reach that woods/building hex in a single RtPh. A routing unit can rout into/out of/within a known minefield or FFE at its option, but is not forced to do so merely to reach the closest woods/building hex. At the start of its RtPh, a routing unit must designate its destination and must attempt to reach it during that RtPh [EXC: if using Low Crawl]. If a newly-Known enemy unit prevents this, a new destination is re-figured from that point. Upon reaching a building/woods Location not ADJACENT to a Known enemy unit, a routing unit must stop and end its RtPh in that building/woods Location even if overstacked unless the unit can directly enter another building/woods Location in its next entered hex (not necessarily the same building or through a continuous woods hexside). [EXC: A broken unit in a building need not consider a hex of the same building in which it begins the RtPh as its closest building hex if it prefers to rout out of that building altogether and toward another building/woods hex—even if it must cross Open Ground or another building hex of the same building to do so. A routing unit may also ignore a building/woods hex if that hex is no farther from a Known enemy unit than its starting hex, even if it must rout through that now-ignored hex to reach its destination.]