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:

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:

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).