A fighting withdrawl, Yes. One round of combat say in standard
formation followed by the army falling back 1 space. Hmmmm that could
work.
I like this idea. Some questions to think about.
Should the retreating army take additional losses (maybe dependant on Commander rank) as they flee? Perhaps victorious Cav might get an extra round as they pursue?
Should there be a chance of retreat failure (based on Attacking commander rank, Retreating commander rank and terrain, i.e. trapping the enemy army)?
What happens if one side retreats and their enemy doesn't attack? Call it a 1 hex move order? Can you retreat if there are NO HOSTILE ARMIES in your hex? (Hey Gothmog, this Osgiliath place frightens me, lets retreat forward into Minas Tirith....)
Can you retreat INTO another battle, if your battle is resolved before one in an adjacent hex? Would there be limitations on where you can retreat? (Not across rivers/into non-road mountains/into hexes containing non-friendly-tolerated pop centers or armies etc). Should you be forced to retreat towards your capital or nearest center, thus preventing "forward retreat"?
After you retreat, can you still do a full movement order? Thus allowing an army to move 1 extra space in a turn? Perhaps retreat should be a move & combat order, thus preventing this (so it takes the rest of the turn to rally your troops into order).
Should an army doing Stand and Defend prevent an army from retreating through selected hexsides? I think so. Also, I think that if a retreating army cannot retreat (trapped by a combination of Oceans, Rivers and armies Standing and Defending) it should be routed, with a higher than normal chance of item/character capture when the retreating army surrenders.
Some or all of these might allow players to salvage some troops from a bad situation without making retreats too common.
Winn
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