Comprehensive Rout Example

Please see these illustrations. For purposes of this example, no other hexes exist.)

A28 Illustration

Rout Phase Russian Player Turn (See A28 Illustration)

Russian Routs (ATTACKER routs first)

The pinned half-squad in P8 Voluntarily Breaks [10.41], which it must declare before any units rout. Before the routs of the non-Disrupted units, the Disrupted squad in Q2 must Surrender to the 4-6-7 in R1 despite having a legal rout path to P2 [19.12]. The Surrender is accepted, and Q2 is replaced by a squad-sized Unarmed MMC which is possessed by the 4-6-7 in R1. If this Surrender were rejected, the Disrupted squad would be eliminated and No Quarter would be invoked for the German side only [20.3].

The broken 4-4-7 on Level 2 of M2 does not have to rout; if it elects to, it could rout to any Location in its building or it could ignore its building entirely [10.51] and rout to M1. Routing to L1 or L0 is illegal because that would entail moving closer to the KEU (Known enemy unit) in J1. If it routed to the ground level of N1, it could not stay there because of the ADJACENT unbroken KEU in O1, and it could not continue on to N2, M1 or M2 because that would be moving closer to the KEUs it remembers seeing in J6, K3, and I1, and so would surrender, or be eliminated for Failure to Rout if No Quarter had been in effect. It therefore routs downstairs to the ground level of M2, dropping the HMG in M2 Level 2 because its IPC of 3 is not enough to carry the 5 PP weapon. Either SMC in the Location where the HMG was dropped can immediately attempt to Recover it (4.44); the Hero does so with a dr of 5. The 9-1 leader could rout with the squad [10.711], but elects to stay with the Hero to help man the HMG.

The broken 4-4-7 in J4 does not have to rout, but chooses to rout to K5 and L4 for 4MF. Routing to K5 does not bring it closer to either of the KEUs in J6 or K3, and K6 was not Known to J4 at the time it entered K5. It cannot stay there because of the ADJACENT unbroken KEU in K6, but it cannot be Interdicted there because the 4-6-7 is ex [10.532] and K5 has a +1 Height Advantage TEM relative to K3 [10.531]. Even if the German leader in J6 was not Pinned, it could not Interdict by itself because it has no SW, let alone one capable of being fired at full effect by a lone SMC [10.532]. The 7-0 elects to accompany the broken squad throughout its rout using Voluntary Rout [10.711]. The routing units do not have to stay in L4 since that hex is no farther from the KEU in K3 as their original hex, but their only rout options at this point are to move upstairs to Level 1 or continue routing to M5 (which hex cannot be ignored as a rout destination). They elect to move upstairs to L4 Level 1 for their 5th MF and end their rout there.

The broken squad in L8 must rout since it is in the same hex as an unbroken KEU and not in Melee. It must rout towards building M7 since that building will bring it farther away from all KEUs (in J9, L8 and M9) [10.51]. The first hex it enters while routing cannot be L9 or M8 since that would be moving ADJACENT to the unbroken KEU in M9. It cannot enter K9 from L8 since that would be moving closer to the KEU in J9. Therefore, the first hex it routs through must be K8 or L7. It cannot Low Crawl when leaving an enemy-occupied Location [10.52] and the squad in M9 as well as the AFV MG in L8 can Interdict the rout to either K8 or L7 because the +1 Height Advantage TEM does not apply when the LOS crosses the Crest Line traversed by the moving unit [B10.31]. Therefore, the broken unit cannot rout without being subject to Interdiction and since No Quarter is not in effect, it Surrenders [20.21], and the squad in M9 accepts the Surrender.

The broken 4-4-7 in M5 cannot rout because it is not OM [1O.62].The broken 4-4-7 in N3 becomes OM since it started the RtPh in Open Ground, LOS, and Normal Range of the KEU in O1 and must rout However, it cannot rout toward any of the KEUs in O1, K3, or P5, so it is Eliminated for Failure to Rout [10.5]. The broken squad in building O5 does not have to rout since it is not ADJACENT to an unbroken KEU; it cannot legally rout toward any of the KEUs it sees in R1, K3, J6, or P5 and so stays in O5. The broken squad in R6 must rout because of the ADJACENT unbroken KEU in S6. Since it is Encircled, it must Surrender to the 4-6-7 in S6 despite having rout paths upstairs to R6 Level 1 or to Q6 [20.21]; its Surrender is accepted.

The HS in P8 (which Voluntarily Broke at the start of the RtPh) must rout since it is ADJACENT to the unbroken KEUs in Q8. It must choose N8 as its destination and routs there via O9, but it cannot stay in N8 because of the KEU in M9. It has enough MF remaining to reach M7, so it must attempt to do so since it is not Low Crawling; it routs to M7 via N7 (since entering M8 would be moving ADJACENT to M9). The broken unit cannot drop the Russian LMG since it is ≤ the HS's IPC.

The broken squad in S3 must rout because of the ADJACENT unbroken KEU in S2. It can ignore S3 Level 1 as a rout destination because it can ignore Locations of the building it starts in (Rowhouse hexes are considered separate buildings for rout purposes [B23.71]). It can also ignore R3 and P2 as being equidistant from the KEU in RI. Able to ignore all rout destinations within 6 MF, the broken unit is free to rout anywhere it can legally reach on the board [10.51]. It elects to rout to R3, expending 3 MF via rowhouse bypass at the S3/R3/S4 vertex. It cannot be Interdicted at that vertex because the S4 Grain field Hindrance negates Open Ground relative to the German units in S5. From R3 it could spend 2 MF to enter the Shellholes in Q3 and avoid Interdiction from RI, or it could enter Q3 for 1 MF, risking Interdiction without the Shellhole TEM, but able to reach P2 with its last two Movement Factors should it survive the Interdiction Morale Check unpinned. It enters the Shellholes for 2 MF and ends its RtPh there, The enemy units in J6 are not Known to the broken unit in either S3 or R3; otherwise it could not rout to Q3. Even if Grain fields did not exist and the 4-6-7 was in Good Order by itself in S2, the squad could still rout to R3 via the S3/R3/S4 vertex without fear of Surrender because it has the option of routing to the first level of S3.

The broken squad in the R2 Foxhole must rout since it is ADJACENT to the unbroken KEUs in RI and S2. Its rout options are restricted by not moving closer to the KEUs in J6 and not moving ADJACENT to the KEU in S2; its only rout option is to enter R3 for 3 MF (1 MF to exit the Foxhole plus 2 MF to enter R3), It could move upstairs to Level 1 but declines. It cannot be Interdicted as it exits the foxhole because (unlike in MPh/APh) it combines that MF expenditure with the cost of entering R3, which is not Open Ground [B27.41]. It could conceivably ignore R3 as a rout destination because that hex is equidistant from the KEUs in J6, but once it enters R3, it gains LOS to the KEUs in S5 and cannot continue its rout toward R5. It also cannot continue its rout into Q4 because that would entail moving closer to the enemy units it remembers seeing in J6, even though J6 is not in its current LOS.

The broken squad in S2 must rout because of the unbroken KEU in its own Location. Its only option is to enter S3 and move upstairs to Level 1 since it cannot remain ADJACENT to the unbroken KEU in S2 (whose CC counter is removed once the broken unit leaves its Location): It cannot use Rowhouse Bypass to enter R3 because that would entail moving closer to the KEUs it remembers seeing in J6.

The broken squad in R8 cannot rout because broken units cannot rout out of Melee; it must attempt to Withdraw from Melee in the upcoming CCPh [11.16].

If No Quarter were in effect for the Germans, the broken squad in R6 would not Surrender and would rout to either Q6 or upstairs to R6 Level 1. The broken squad in LS would rout to L7 and suffer Interdiction there and any survivors would be unable to rout further without moving closer to the KEUs in K6 and Q8; unable to rout away from the ADJACENT unbroken KEU in L5, the broken unit would be Eliminated for Failure to Rout. The Disrupted squad in Q2 could rout to P1 (where it would then be Eliminated for Failure to Rout) or to P2 and then stop upon seeing the KEUs in J6. The other Russian routs would be unaffected.

German Routs (See A29 Illustration)

No German unit elects to use Voluntary Break. The broken squad in I1 must rout because of the ADJACENT, unbroken KEU in K1, but cannot rout to J2 because that would be moving closer to the KEUs which routed to the upper level of L4; it therefore surrenders to Kl, dropping its LMG in I1 before doing so. The Guarding squad may immediately Deploy [20.5] despite being Russian [25.2]. The broken passenger in K3 does not have to rout (even if its vehicle were ADJACENT to a KEU); if it were to rout, it would be placed underneath the vehicle and end the RtPh there [D5.311].

The broken units in J6 must rout because they are in Open Ground. LOS, and Normal Range of the two SMCs manning the HMG in M2 Level 2. If the HMG were manned by just one SMC it would still force this rout but would not be able to Interdict [10.532]. The unbroken leader may not rout with the broken units because he is Pinned [10.711]; he would have had to use Voluntary Break in order to do so [10.41]. The routing units' only valid rout destinations are L9 and M9; they choose M9. They could Low Crawl to I7 on their way to M9 and end their routs there without being Interdicted by the Russian HMG, or they could attempt to reach M9 by risking Interdiction in I7. They must rout one at a time [10.5]. The first broken squad decides not to Low Crawl and is Pinned in I7 when it rolls a 7 on its Interdiction MC and ends its rout there. The second squad also risks Interdiction in I7, rolls an 11 on the Interdiction MC and is Casualty Reduced (Unit Substitution caused by failing ELR does not apply to broken units, [19.11]). This HS continues its rout to K8, L8 (no Interdiction from the squad in M7 because the +1 AFV TEM negates Open Ground) and finally M9. The broken HS Low Crawls to I7 and ends its RtPh there without Interdiction [10.52].

The broken squad in P5 is not required to rout since it is not ADJACENT to an unbroken KEU. If it routs, it must choose Q5 or P6 as its destination since those hexes only cost 2 MF as opposed to 3 MF for Q6; once in Q5 it could continue on to Q6 or Q7 if so desired, or from P6 it could go to Q6. It could even attempt to enter R5 and strip the concealment of the Russian unit there (12.15) but would then be forced to end its routing the last hex occupied before R5, where it would be eliminated for ending the RtPh ADJACENT to an unbroken KEU [10.533]. It therefore routs to P6 and stops. If there were a Good Order KEU in Q6, the squad would Surrender to it.

The broken squad in S5 (despite being DM) is not required to rout since it is not ADJACENT to an unbroken KEU. If it wanted to rout, it could not rout closer to the KEUs it sees in R3 and R8. If the 4-4-7 in R5 were to voluntarily drop its concealment or have it stripped by the squad routing from P5, the squad in S5 would then have no rout options and would be forced to Surrender to the 4-4-7 in R5. If No Quarter were in effect for the Russians, the squad in J1 (and the one in S5, were the 4-4-7 in R5 to lose concealment) would be eliminated for Failure to Rout, and the other German routs would be unaffected.

A29 Illustration