ASL Rout Flowchart - Version 5.01
ASL Rout Flowchart - Version 5.01
ASL Rout Flowchart - Version 5.01
Bill Kohler
Version 5.01
Flowchart 10 March 2015
A10.5
Yes Is it already No
Broken?
Yes
Is it in a
It becomes DM. Blaze or a
WO?4
No Rout is permitted.
It must Withdraw from
Yes Is it No
Melee if able to. A11.16
Locked in
If it's in a Blaze, it is
Melee? It does not Rout.3
eliminated.
No
No Is it Yes
Disrupted?9
Is this unit . . .
Is it subject to No
Subject to No Quarter, or
No Quarter?
A Partisan, Gurkha, Commissar, Fanatic,
Japanese, or an SS unit fighting Russians? Yes
No Yes
Is this unit ADJACENT-
to/in-the-same-Location-
Is this unit . . . A20.21, A7.7, A15.5
as a GO Known armed
ADJACENT-to/in-the-same-Location-as GO
enemy Personnel Unit?
Known armed enemy Infantry/Calvary, and
Does at least one of the following apply to it? No Yes
o It is encircled.
o It is surrendering due to a HoB DR. This unit
o It is unable to Rout without facing Surrenders.10
Interdiction in this RtPh (based upon all
KEU it will eventually know) without
resorting to Low Crawl.11 Is this unit . . . A10.5, A19.12, A20.21, B21.43, B25.4
Yes No
In OG and the LOS and NR of a KEU,
In a WO,
In a Blaze,
ADJACENT to an enemy Vehicle, or
This unit
ADJACENT-to/in-the-same-Location-
Surrenders.10
as an armed, enemy Personnel Unit?
Yes No
If no building/woods are reachable in this RtPh (taking into account the above permissible exclusions),
the routing unit may choose any Location that complies with the Path Restrictions listed below.
No
Was it able to choose a legal rout destination and path? "Stop"
Yes
Posture A10.52
A routing unit may choose to Low Crawl.18 Low Crawl is not an option, however, if the routing unit . . .
Has moved previously during this RtPh, or
Is currently in an enemy-occupied Location, or During the RtPh, a Low Crawling unit may only
Is Disrupted. move one Location [EXC: when surrendering].
Having chosen a destination, a path, and a posture, the unit now conducts its Rout.
Having reached its destination, a routing unit must stop (even if overstacked) unless . . .
It is ADJACENT to a KEU, or
It chooses to continue on to another building or woods hex in its next entered hex (though
not necessarily part of the same building or woods-mass that it currently occupies), or
It chooses to continue to another level within its current building hex.
Unit chooses Stops
to continue
"Stop"
Rout Stops A10.5
"Stop"
Interdiction A10.53
"Take an NMC"
Make a
Surrender Make a
Surrender Check. The unit is eliminated
Check.
for FTR. A10.53
HS does not Unit neither
surrender surrenders nor
ceases to rout
Specific Notes
1- It may retain its DM if it's not in Rally Terrain, or if it's in Rally Terrain but is overstacked, A10.62.
2- An attack causes DM if it is WP, it has enough FP to possibly cause an NMC (after any Cowering), it is from a non-Smoke FFE
in the routing unit's hex, it is an Ordnance hit, or it is an effective Sniper attack in its Location.
3- Broken Infantry must leave Crest status during the RtPh, B20.96.
4- Blazes - A10.5, B25.4. WO - B21.43.
5- Passengers may remain in their vehicle if the vehicle's Inherent Crew is not broken, and even if it is ADJACENT-to/in-the-same-
Location-as enemy units, D6.1, D5.311. Passengers may still become DM. If the Inherent Crew breaks, the vehicle stops (no Stop
MP), and the Crew (and broken Passengers) only routs under the vehicle in its initial RtPh. Riders Bail Out if they break, D6.23-.24.
6- The unit may break even if Pinned. The unit may not break if doing so will immediately cause it to be Reduced or eliminated, or
if it's incapable of breaking (Heroes and Berserk Units). Voluntary Breaks occur before any routs. A10.41, ASOP.
7- Rally DRM include Leadership, -1 for Rally Terrain, +1 for Self Rally. DM can be removed at the end of the RPh.
8- If a leader is eliminated--whether voluntarily routing or not--it causes an LLMC (only) to whatever unit it is routing with (if any),
A10.711. A leader that is wounded has its MF lowered to three, A17.2.
9- If a Disrupted Unit is ever in the same Location as GO enemy Personnel, it surrenders [EXC: NQ], A19.12, A20.21. If a Disrupted
unit is in Melee, it will not surrender nor Withdraw from CC: it is eliminated for FTR, A11.16.
10- Surrendering Units abandon all SW in their current Location. The Opponent chooses which ADJACENT unit captures them,
A20.21. Surrendering Units are not subject to FFE/Mines. Stacks surrender simultaneously and are accepted/rejected as a stack.
11- If a valid non-Low Crawl route exists, the unit may still choose to Low Crawl, or it may choose to face Interdiction.
12- Tower Locations (Q6.6) and Rubbled building Locations are not building Locations for rout purposes. Each Rowhouse hex is a
separate building, B23.71. Pillboxes count as buildings. Broken Units in Pillboxes are never forced to rout.
13- A routing unit may ignore paths through Blazes/unbridged-WOs. It may rout through/into/out-of FFE or Known Minefields, but it
is not forced to do so merely to reach the closest Rally Terrain. Being in an FFE/Minefield, however, does not negate the
imperative to rout. Ignore the MF for entering entrenchments/shellholes and for leaving Wire when computing the quickest route.
14- A routing unit must ignore any enemy units that have not yet been in its LOS during this RtPh, and any Concealed Units, A10.533.
15- Units may not rout off the map, A2.6. Units may not enter Sewers, and when routing they ignore any units within Sewers, B8.45.
16- Units may rout vertically within a building hex if otherwise permitted. If routing through an FFE, treat the routing unit as if it
were using FFNAM in the MPh. If it is using Low Crawl, treat the routing unit's Low Crawl as Assault Movement.
17- In this case--if it has already routed one or more hexes--it may decline entering its next hex if it has insufficient MF to
simultaneously enter any shellholes/entrenchment/pillbox in that hex.
18- Low Crawl cannot be used to enter Marsh/WOs/Streams (unless dry). Units cannot Minimum Move in the RtPh: they Low Crawl.
19- An Interdictor can Interdict any number of routing units, any number of times each. FFE does not cause Interdiction. There is no
additional adverse effect if there is more than one Interdictor. Having already fired, having used Area Fire, or having fired two
SW does not prevent a unit from causing Interdiction.
20- Interdiction is prohibited from Guns that would need to change CA; from CX firers; from Melee Units; from weapons paying +1
BU penalties; from units with halved FP [EXC: Mortars]; from Pinned Units; from Spotted Fire; from Motion or Mounted Fire;
from "+1 Stun" AFVs; from Encircled Units; etc. Interdiction is also prohibited beyond 16 hexes, A10.532.
21- Concealed Units may drop Concealment at any time, thereby forcing Interdiction (by dropping Concealment immediately after a
unit has routed into a new Location) or rout path changes (by dropping Concealment immediately before a routing unit moves
into a new Location). If Concealment is dropped after the RtPh has ended, or after another unit has started routing, the revealed
unit has no effect on previously routed Units, even if it is now ADJACENT to them.
22- If a Unit routs into a Concealed enemy stack, and if the stack contains only dummies, the enemy stack is removed; otherwise RS
selects which Concealed unit(s) is revealed and the routing unit is repulsed (and eliminated for FTR), A10.533, A12.15, A20.21.
23- Nor may they Recover or Abandon SW [EXC: Fording, B21.41].
24- A unit may opt to retain its DM if it's not in Rally Terrain or if it's overstacked.
25- The possible Surrender of Disrupted units in/ADJACENT to enemy Infantry/Cavalry Locations is done before any routing. ASOP.