Updated 070801 by Vince Meconi (2007 Boardgame Players Association PBEM GM)
Updated 070801
a. If possible, retreat to an adjacent hex which is not in enemy ZOC and
not occupied by friendly units. The retreat is now complete.
b. If no such hex available, retreat to an adjacent hex which is not in
enemy ZOC but is occupied by friendly units. From that hex, go back to step
"a"..
c. If all retreat hexes are in enemy ZOC, if possible, retreat to one that
does not contain any friendly units. The retreat is now complete.
d. Retreat to a a hex that is in enemy ZOC and contains friendly units.
From that hex, go back to step "a".
* A retreating unit cannot reenter the hex originally occupied by it or
any other unit defending in the same battle. If any step calls for that
to happen, go to the next step.
** If following this sequence results in an "endless loop", go to the next
step that would break the loop
D: Double Range Artillery