2 .NA lretreat "Set retreat conditions/paths for units or armies"
4 .SY "lretreat <UNIT/ARMY> <PATH> <CONDITIONS>"
5 .SY "lretreat <UNIT/ARMY> q"
6 The lretreat command allows you to examine or modify the retreat
7 orders of your land units.
9 The first argument selects land units to view or give orders for.
10 If an army designation is given when specifying orders, the orders
11 apply to all members of that army.
13 Retreat orders consist of a retreat path and conditions.
15 A retreat path 'h' orders the ships not to retreat.
17 With 'q' instead of a retreat path, the current retreat paths and
18 conditions will be listed.
19 The report format contains the following fields:
21 .in \w'unit type\0\0'u
25 the type of land unit; \*Qcavalry\*U, \*Qengineer\*U, etc.,
27 the land unit's current location,
29 the army designation letter (set by \*Qarmy\*U command),
31 the current retreat path,
33 whether these are army retreat orders,
35 what conditions will trigger retreat.
41 lnd# unit type x,y ar path as army? flags
42 0 cav cavalry 2,0 jjuuj I
46 A player may give retreat orders for a land unit or an army. Retreat
47 orders include a set of conditions that determine when the army/unit
48 will retreat, and a path that the army/unit will follow. When a condition
49 is met for a particular land unit, the \*Qas army?\*U field is checked. If it
50 is Yes, then every unit in that army with army retreat orders retreats
51 along the specified path. If it is no, then the retreat orders apply to
52 that unit only, and only that unit retreats.
54 When a land unit is added to an army, it is given the retreat orders
55 of the first unit in that army that has army retreat orders and is in
56 the same sector, if any exist.
58 Retreat orders are wiped when a land unit marches.
60 Retreat conditions are:
64 i Retreat when the unit is injured,
65 i.e. whenever the unit is damaged by gun fire
67 b Retreat when a plane bombs or tries to bomb
69 h Retreat when helpless --- a unit is helpless
70 when it is fired upon, and no friendly
71 units/sectors (including the unit itself)
72 are able to fire back at the aggressor.
75 For example, if the cavalry above was fired at, it would attempt to
76 retreat 2 sectors, jj, using the normal amount of mobility for moving
77 2 sectors. It would then look like:
79 lnd# unit type x,y ar path as army? flags
80 0 cav cavalry 2,0 uuj I
84 .SA "land, army, LandUnits"