Defenders being able to retreat?

  • '17

    Drop a retreat by sea then…this is all forum talk anyways and probably won’t get played at all.

    Keep it simple. House rules ideas often don’t make it into a “next edition” or your next friendly table top game because they’re too complicated…if the attacker rolls a 6 then an option can occur, but only the defender can do this…That idea does make sense to me…but I raise you simplicity.

    If retreat is a permitted HR then think:

    1. 2 complete rounds of combat must occur first. 2 complete rounds usually settles most combat anyways.
    2. Retreating unit must leave behind 1 unit to represent the “rear guard unit.” All other units (or defenders’ choice on how many if players want that) may retreat if on land.
    3. Retreat by sea (if permitted) loading must occur in non enemy-occupied sea zone or non-occupied battle zone to a non enemy-occupied debarkation zone. Normal transport loading rules apply (1 infantry and 1 tank per transport, ect.).


  • Adding a rule for naval retreats AND PURSUITS…

    Defending naval forces have the option to retreat at the beginning of any round of combat.
    Procedure:  All defending ships except subs retreat together to any adjacent friendly or neutral sea zone.  Subs can retreat to any SZ. THEY do this by expending future movement points in their next turn.  The attacker gets a free parting shot before the retreat occurs.  The attacker, except subs, can also choose to pursue.  The pursuit allows additional rounds of combat from any units that have unused movement points.  Attacking units act as a group and occurs in the original sea zone until all desired movement points have been consumed.  REMEMBER, attacking aircraft will need movement points to return to a territory or carrier.  SO NOTE: FOR the pursuit no sea zones are traveled, it all occurs in the original sea zone.  ALSO, the retreating ships get 1 less movement point per retreat in their next turn.

  • '17 '16

    There is a lot to watch and remember in this game.
    Your last idea is too complex to be funny.
    I try something here:
      After at least 2 combat rounds, defender may elect to retreat.
    All Naval units remains in same SZ but must submit to one last attack phase rolls with no defense rolls.

    For land retreat, all ground units must submit to a last attack roll without retaliate.
    All units must retreat in a single TTy.

    Another possibility for ground retreat is, after two full combat round, to loose 1 unit and move all units in an one adjacent TTy and to convert all units above 3 IPCs into Infantry units. Planes may retreat in a different adjacent TTy and remains as they are.


  • @baron-Münchhausen and others.

    Old thread, but still interesting element.
    What do you think about this (credits to all previous posts):

    1. Defenders can retreat after 2 rounds (maybe 1) of combat and are subject to an attack roll. 1 unit must stay as “rear guard.”
    2. Defender must retreat to same TT.
    3. Retreating units cannot do combat next turn and can only non-combat with leftover movement points (so infantry cannot move).

    Idea to balance:

    1. If defender retreats, attacker can retreat as well. To conquer TT, rear guard must be destroyed. OOB Retreat rules apply.

    I like the idea of defensive retreat, though it should not make you able to move units further than you could on your own turn.

    Note: My reference is G40.


  • @MGregersen

    Certainly worth a try.
    One issue to solve is somewhat a kind of specific markers to know which unit can do a combat move and which cannot, because it might be possible that units retreat into an adjacent TT already containing units.


  • I like where defenders can retreat but must go through another round of attack with the retreating pieces not getting a defense shot. Survivors can move on next turn with any addition pieces in territory they retreated too. One reason why they retreat is based on we gettin slaughter here and we need reinforcements so back we go to or for help.


  • @SS-GEN unless they’re soviets in stalingrad. Then they just get slaughtered by their own guys lol

    Sorry I’ll go away : )

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    @barnee said in Defenders being able to retreat?:

    @SS-GEN unless they’re soviets in stalingrad. Then they just get slaughtered by their own guys lol

    Sorry I’ll go away : )

    Ha ha funny I got a event card for ussr. No retreat this turn.

    Also I seen a NA for ussr based on your reply for every ussr inf you sacrifice 2 inf can attack +1 d6 +2 d12 I believe


  • @SS-GEN

    heh heh. I watched “Enemy at the Gates” the other day.


  • @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.

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