
© Alberto Giorgi
The line of retreat (R1) or route (R2) is in the opposite direction to the event that caused it and directed towards its main lines. The fugitive unit cannot remain or enter enemy formation control zones. If it’s forced to do so, it turns retreat into rout and course into elimination. if the result of the table is R1 (withdrawn), it retreats 50% based on the formation held keeping the front to the enemy. It stops as soon as it reaches the friendly unit making it shaken and making it move back enough to maintain the distance of a base between the two formations. If the unit that is to withdraw has already shaken, the retreat turns into a route. If the result of the melee is R2 (route), the unit retreats keeping its back to the enemy of 18 cm plus the outcome of a D6 if it is infantry or 24/36 cm + 2 D6 if it is Heavy or Light cavalry.
IMPORTANT: See breaking point in the melee section.
Reorganisation after a route (R2)
The unit continues its course until it is at least 30 cm from the nearest enemy, does not suffer losses and after passing the reactivity test. One turn remains steady (it stops and turns and remains shaken). It will take another half of the next move to return to the closed formation. A unit forced to leave the battlefield or to enter a forest, a lake or a river is considered eliminated (many soldiers would have deserted).
In some cases, it will be sufficient for the enemy cavalry to threaten it by keeping a distance of less than 30 cm from a en-route unit to prevent it from stopping and regrouping and forcing it to abandon the battlefield. All en-route units that have passed at least 10 cm from a unit with a higher index will need to re-test to try to stop. They will roll a dice and have to get a value lower than the routing unit index. If this happens they stop at that point and they turn being shaken. In case of a defensive position, it is recommended to keep behind your lines, units with a high reactivity index as a guard or cavalry to try to brake any routes.
© Alberto Giorgi