@zombiemaster22 If you just Google advanced axis and allies rules. You can find a million sets of house rules that allow retreating. And from personal experience it doesn’t change strategy all that much, it just means that you get to call your friends horrible monsters for allowing their units to die when they easily could have lived.
Organized Retreat
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Organized Retreat
Any defenders remaining alive after thier defensive rolls have the option of preforming a retreat to a neiboring friendly tt.
- Attackers roll
- Defenders roll
- Remove troops from casualty strip
- inform the enemy you are going to preform an organized retreat and roll dice equivalent to each type of troop who will be retreating ie, 3 tanks = 3 dice
1d6
For every 1 = Lucky Strike- Instantly remove one unit from the attackers line and move your troops to said friendly tt.
For every 2-4 = Succesive Retreat- Move your troops to said freindly tt.
For every 5-6 = Failed retreat- Instantly remove your troops who have failed to retreat.You must specify which troops you are rolling for at any givin time.
I tried this rule ten different times using south africa as a designated area and the results were fairly equal, it allowed battles to last more than a single turn which also allowed reinforcements to arrive at a steady pace.
Results were 70 / 30 in favor of the defenders.
You may lose a few IPC’s by losing the tt, but it more than makes up for it by saving troops who would have normally died in the standered and alpha+1 rules.
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Yoink