10.8 Retreats
All retreat results, whether attacker (AE or A#) or defender (R, D# or X2)
are preformed by the attacker.
10.81 Units are retreated individually with the defender always
choosing the order in which his units will be retreated.
10.82 a unit may never be retreated:
- a) into an enemy occupied hex (Enemy unit must have ZOC).
- b) into a vacant hex in an enemy ZOC.
- c) across the black coastline
- d) into a sea or lake (including into the ice road during snow impulses).
- e) off the map
- f) Russian units into Hungary on the May 1941 impulse.
- g) into Turkey, Persia, Lebanon, or Syria.
10.83 A retreated unit is eliminated if it ends its retreat
in violation of stacking limits or if all retreat routes are blocked.
10.84 The attacker may not specify a retreat route that eliminated
the defender if a legal retreat route is available.
10.85 Terrain does not affect retreat routes are blocked.
10.86 Units retreat according to the following priorities:
- Priority 1: Retreat into a hex free of enemy ZOC.
- Priority 2: Rumanian and Hungarian units name not end a
retreat in the others country (see rule 25.0).
- Priority 3**: End the retreat in a hex that is a legal
supply source such as:
- 1) A rail hex with a path of friendly-controlled rail hexes free of
enemy ZOC to a friendly board edge.
- 2) A Friendly-controlled major city that is not already providing limited
supply to its maximum number of units.
- Priority 4**: End the retreat as close as possible to a
legal supply source
- Priority 5**: Axis units retreat west,
northwest, southwest, or a combination of these. Russian units retreat east,
northeast, southeast, or a combination of these.
- Priority 6: Units directed to retreat 2 hexes must end
the retreat 2 hexes away from the hex where they fought the battle if possible.
They may only end a 2 hex retreat adjacent to the hex they fought from only
if it is not possible to end the retreat 2 hexes away. If the attacker can
elect one hex retreat for the defending units, then this priority is ignored.
- Priority 7: Retreat into a friendly-occupied hex in an
enemy XOC. If there are several of these, got back to priority 2, etc. to
decide among them.
- ** Igniored when retreating Russians during the Axis May/June 1941 turn
(rule 24.44).
Note: the spirit of the retreat rule is to reflect friendly
units retreating rearward, toward their friendly lines of communication to stay
in supply, not forward to conquer new ground.
10.87 Units that begin combat stacked together and are forced
to retreat into or through an enemy ZOC hex occupied by a friendly units take
an addition 1 step loss (in total for all that where stacked together) over
and above any loss called for by the CRT. Apply this condition for each hex
of a 2 hex retreat.
10.88 Units may be retreated through an enemy ZOC hex occupied
by a friendly combat unit to get into or stay in supply if the only alternative
is to retreat to a hex that would leave them out of supply (owning player’s
choice).