black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} aformat { @Cell A } { @Row paint {@Withdrawal} format { @Cell 16p @Font @B A } A{Withdrawal 10p @Font 10.3.1 @Sym slash Retreat 10p @Font 14.3.3} @Rowa rulebelow {yes} A{ // @RawBulletList @ListItem{@Underline @B Withdrawal : @B 1-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs} #@ListItem{remove @I Regrouping markers @B unless @Russian @I{Out of Command}} #@ListItem{may attempt to @I Withdraw when under @I Assault @Reff 10.5.3.1} @ListItem{@B cannot withdraw from an hex with a @I Nationality marker @Reff 10.5.3.2} @ListItem{@B cannot enter an enemy-occupied or a @I{Primary Impact Hex} @Reff 11.4.7} #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7} @RawEndList } @Rowa rulebelow {yes} A{ // @RawBulletList @ListItem{@Underline @B Retreat : @B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs} #@ListItem{@Underline @I Retreat : triggers @B no enemy @I Reaction} #@ListItem{@B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs} #@ListItem{unloaded @I{Towed Guns}, @I Shocked vehicles, and @I FPs are eliminated} @ListItem{@B cannot end in a @I{Mortar Impact Hex}} @ListItem{@B may retreat @B 1 hex if the destination is a @I cover-terrain hex, /.3v contains a vehicle, or the hexside crossed is a wall} @ListItem{units are eliminated @B if must retreat through prohibited hex(sides)} #@ListItem{@B must follow the priorities, even if it means retreating into a hex containing a minefield or wire} #@ListItem{units are eliminated @B if forced to retreat into or across prohibited hexes or hexsides} #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7} @ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion} @BulletList @ListItem{@I FVs and @I Carriers are eliminated @B if forced to retreat through : @BulletList @ListItem{forest @B or not along tree-lined road @Sym slash railroad} @RawEndList} @ListItem{are @B not affected by enemy-occupied hexes} @RawEndList} @RawEndList } @Rowa A{ // @RawBulletList @ListItem{@B must take the shortest route toward FBE, @I Assembly or @Russian @I leader} # 16.1.8 @ListItem{max @B 3 hexes @B if at @I Night @B or through 1 or more /.3v River, Marsh, Jungle, Urban Building, or Sunken Road hex} @ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex}, @B no @I TEMs @Reff 11.4.7} # FIXME not assault hex @ListItem{@B allowed to move @B adjacent to a @I{Good Order} enemy @I combat unit @B if : @BulletList @ListItem{the enemy hex is a @I{Primary Impact Hex} @B or @I{Nationality Hex}} @ListItem{@B or the entered hex contains a @I{Good Order} friendly @I combat unit} @RawEndList} @ListItem{@Underline{movement priority} (@B no consecutive lateral moves) : @BulletList @ListItem{@B allowed shortest path, then @Mark @B{not allowed} adjacent to an enemy} @ListItem{hex @B{further away} from the origin @B if forced by impassable terrain} @ListItem{@B may move along an impassable @I River to reach a @I bridge or @I Ford} @ListItem{@B may be forced to @Underline @I retreat into an enemy-occupied hex, @B Breakout} @RawEndList} @RawEndList } @Rowa ruleabove {yes} A{ // @RawBulletList @ListItem{@Underline @B Withdrawal : @BulletList @ListItem{remove @I Regrouping marker @B unless @Russian @I{Out of Command}} @ListItem{mark @I Regrouping @B if moved in @Mark @B unless @I Disrupted} @RawEndList} @ListItem{@Underline @B Retreat : @BulletList @ListItem{@B if not @I Disrupted @B and moved in @Mark @B unless it's an @I{Assault Arrow Hex} /.3v @B or the hex entered is an @I Urban hex : @BulletList #@ListItem{each unit conduct a @I Cohesion check, @I Disrupt on failure, @Japanese or @Russian only the best} @ListItem{each unit conducts a @I Cohesion check and @I Disrupt on failure} @ListItem{@Japanese or @Russian only the best unit conducts a @I Cohesion or is @I Reduced} @RawEndList} @ListItem{@B Breakout units conduct a @I Cohesion check, @B cannot end in this hex}# @Reff 14.3.3.6} @RawEndList} @RawEndList } }}