Surprise overrun

OK, I’m now very confused about overruns.

I had a small-ish cavalry army at my fortified popcenter in the mountains. The enemy had a huge army just outside but would enter on a road, i.e. 6 movement points for fed infantry, 8 for unfed.

My unfed cavalry moved XX h h h h h h h YY, where XX is away from the enemy on the road into a plains hex, and YY is back into the mountain hex.

How could I be overrun? I mean, even if they were unfed infantry, it would take them 8 movement points to move in, and on the 9th when attempting to move out, they would have been stopped by the fort. I moved out on the road to the plains (2 points) and sat for 7 movement points so should have been safe at while the fortification blocked them, and then finally moved back in.

How was I overrun? Does anyone have a clue? It was my understanding that:

  1. an army trying to exit a hex first encounteres any armies there and then the fortification
  2. You can only be overrun if you or the enemy army is exiting a hex.

I didn’t exit the mountain hex and they should have been blocked before I moved in…???

It was explained to me is that a fort doesn’t stop overruns even if it stops movement as long as there is a movement point available and the army attempts to move it will do the overrun.

Does your report say you moved at all?

Here is a guess.

Fed infantry moving evasively into a mountain hex along the road requires 12 movement points and you ran into the army when you returned on movement point 10.

Enemy force needed at least 12 points to complete their landing. And 13 to ensure overrun as the overrun occurs when attempting to move thru, regardless of success.

Dan

Enemy moves in
Home until 13
Attempt to move out 14 regardless of fortification and points required

Overrun is calculated before success.

To be safe your cav needs to arrive pulse 14.

Well, several of the replies here don’t address the scenario I raised, so I will re-state it more clearly in case there is any confusion.

Great big unfed army moves into the mountains ON THE ROAD, so 8 movement points. Small army moves into the same hex after doing 9 home orders. Per my understanding, on the 9th movement point the big army could be trying to move out and meet the fortifications, and then on turn 10 the small army moves safely in. So the overrun doesn’t seem to make sense.

The only explanation I have heard (from E3) that makes sense is that the big army did a home order before moving out.

Jeremy,
I have heard lots of different thoughts on Fortifications and overruns. My 2-cents.
I also assume there are no other armies involved in the hex.

Your cav moved back into hex MP 10-13 (might as well held one more point to get to 14).

  1. Fed inf should have issued two hex movement orders, one into hex and the other out of hex to try to overrun armies. So not knowing your location he might have moved a different direction vs towards your cav. So say Mt road to Mt road. 1-6 to hex one, 7 to 12 hex two. Overrun as you move in on T10?
  2. Un-Fed inf. issues two hex movement orders. So say Mt road 1-8 to hex one, then road plains would be 9-12. Overrun as you move in T10.
    This is my belief on how overruns work and how I play the game to avoid or cause overruns.
    John

Jeremy - forgot to say that I do not believe the incoming army stops on the first movement pt out of the hex but I could be wrong. Thus, the inf army would not stop movement on turn 7 or 9 in my thoughts above.

Always work your movement orders when knowing you’re being stopped by fortifications to push that 14th in any old direction exactly for this reason. A good team captain of mine is getting tired of checking my orders to ensure I do this “Why isn’t this automatic by now??” he keeps asking…