Zovs -> RE: Corps HQs (8/30/2019 5:29:17 PM)
Jack what your saying is true but if you read the rule its just allowing a HQ, Artillery or Commando unit to disengage from an enemy unit, which is did happen historically, normally HQ and Artillery units packed up and bugged out.
10.4.10. Disengagement (Advanced Rules)
In the real world, it can be quite difficult to break contact with enemy units. When you order a unit to move out of a location adjacent to an enemy unit, that unit will attempt to disengage. Successful disengagement results in a normal ordered Movement.
Disengagement is automatic if:
• Your unit is a Commando unit,
• Your unit is either a Headquarters or Artillery unit, and the destination location is occupied by a friendly unit,
• Your unit is moving to a destination not adjacent to an enemy unit, and there is a friendly unit in the location being vacated.
• Your Disengagement chance is improved if:
• Your unit has a large Reconnaissance capability,
• Your unit began the Turn with a very high Movement Allowance relative to the enemy units it is adjacent to, and/or
• Your unit is heavily equipped with armored equipment.
• Your Disengagement chance is reduced if:
• The enemy units have a large Reconnaissance capability,
• Your unit began the Turn with a low Movement Allowance relative to the enemy units.
• Terrain modifies the Disengaging unit’s Reconnaissance Capability:
• Badlands, Forests, Super Rivers, and Suez Canal locations offer the best cover for Disengage-ment (3x Recon).
• Bocage, Dense Urban, River, Canal, and Fortified Line locations (2.5x Recon).
• Mountains, Urban (2x Recon).
• Cropland, Hills (1.5x Recon).
Terrain modifications for disengagement regarding Reconnaissance Strength are not cumulative. Only the best (highest value) terrain type is considered. For disengagement purposes, unit Reconnaissance Capabilities are multiplied by an additional 0.5 on night Turns or if there is Heavy Rain or Snow in the location (which is cumulative).
Should your unit fail to disengage from the enemy, it will be subject to a Disengagement Attack. This is a short, one-sided shot at your unit as it attempts to move. The attack is based on the attack strengths of all enemy units involved, and the defense strength of your moving unit plus any supporting fire from eligible air and artillery units. Only the moving unit will take losses, which may force it to retreat, divide into subunits, or (in the worst case) disband.
If the units attempting to disengage are much weaker than adjacent enemy units there is an additional movement cost – up to 3x the normal cost to move out of the location. Relatively strong units will see no additional movement costs.
If you wish to avoid the effects of disengagement in your games, you can turn “active disengagement” off using the game options dialog.
So it is in the game and I still think its fine, despite your reality argument.
And yes Ma we still need more ants! (lol from the old GDW mag that I created the scenario Sudden Storm off of "Look Ma no ants!" from Europa Mag)...