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dom6:rout [2024/06/18 19:26] fenrir created |
dom6:rout [2026/09/24 02:59] (current) wigglefig |
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| ====== Rout ====== | ====== Rout ====== | ||
| - | Fellas with [[mindless|minds]], and fellas not [[berskerer|completely out of their minds]], will eventually **rout** to save their own hides in the midst of combat. Dominions 6 is blessed with a manual that goes into greater detail on this mechanic, compared | + | Routing is when units retreat from combat without being ordered to. This may occur due to a failed a morale check (e.g. versus |
| + | |||
| + | Units that are [[Mindless]] or have [[berserker|Gone Berserk]] cannot | ||
| ===== Mechanical Details ===== | ===== Mechanical Details ===== | ||
| - | {{: | + | {{: |
| - | {{: | + | {{: |
| - | Even if the battle was won, fellas | + | Even if the battle was won, units who rout will **retreat** from the province. The manner in which they retreat depends on whether their Commander also retreated. |
| **If their Commander DOESN' | **If their Commander DOESN' | ||
| Line 16: | Line 18: | ||
| * Otherwise, they retreat to a random adjacent province, with no respect for whether or not they end up in a friendly province. If they don't end up in a friendly province, they die. | * Otherwise, they retreat to a random adjacent province, with no respect for whether or not they end up in a friendly province. If they don't end up in a friendly province, they die. | ||
| **If their Commander DOES rout in the same battle:** | **If their Commander DOES rout in the same battle:** | ||
| - | * They must succeed in a standard [[Morale]] check to follow their Commander. The [[Undisciplined]] get **-3** to their Morale roll. The Morale bonus to their squad, from formations | + | * They must succeed in a standard [[Morale]] check to follow their Commander. The [[Undisciplined]] get **-3** to their Morale roll. The Morale bonus to their squad, from their formation |
| * If the battle was a "Break Siege" order, the Commander will always retreat back into the fort. | * If the battle was a "Break Siege" order, the Commander will always retreat back into the fort. | ||
| * Otherwise, the Commander has a **75%** chance to retreat to the local [[fort]], or to a random adjacent province that's friendly. | * Otherwise, the Commander has a **75%** chance to retreat to the local [[fort]], or to a random adjacent province that's friendly. | ||
| * If this fails, but the battle took place in the same sort of [[terrain]] they were recruited from, they have another **50%** chance to retreat to the local fort, or to a random adjacent province that's friendly (anyway). | * If this fails, but the battle took place in the same sort of [[terrain]] they were recruited from, they have another **50%** chance to retreat to the local fort, or to a random adjacent province that's friendly (anyway). | ||
| - | * If that all fails, the Commander | + | * If that all fails, the Commander and all units that it could have led in a retreat will retreat to a random adjacent province. |
| ===== Routing Triggers ===== | ===== Routing Triggers ===== | ||
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| * Taking damage while the squad has **fewer than five members.** | * Taking damage while the squad has **fewer than five members.** | ||
| - | * Taking "Heavy Losses", | + | * Taking "Heavy Losses", |
| - | * "Heavy Losses" | + | * Units only count damage while they' |
| - | * Taking [[Fear]] " | + | * Taking [[Fear]] " |
| * Being affected by a [[Fear Aura]] (**though the Morale roll is much easier in most cases**). | * Being affected by a [[Fear Aura]] (**though the Morale roll is much easier in most cases**). | ||
| + | * The above two can also cause individual routing. | ||
| Once the total HP value of the whole army is **under 50% of its maximum**, all other triggers are ignored: as long as the army's total HP is that low, each squad is hit with the standard Morale roll each combat round. This counts those who have already retreated as still being a part of the army, but having zero HP. Once the total HP value of the whole army is **under 25% of its maximum** (with the same conditions), | Once the total HP value of the whole army is **under 50% of its maximum**, all other triggers are ignored: as long as the army's total HP is that low, each squad is hit with the standard Morale roll each combat round. This counts those who have already retreated as still being a part of the army, but having zero HP. Once the total HP value of the whole army is **under 25% of its maximum** (with the same conditions), | ||
| - | |||
| ==== Army HP ==== | ==== Army HP ==== | ||
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| * [[Mounted|Mounts]] count only 25% as much as regular troops, **though their loss triggers Morale rolls in their riders.** | * [[Mounted|Mounts]] count only 25% as much as regular troops, **though their loss triggers Morale rolls in their riders.** | ||
| * Battle summons (including Retinues) **don' | * Battle summons (including Retinues) **don' | ||
| + | |||
| + | ==== On the Topic of Mounts ==== | ||
| + | |||
| + | If the rider of a Mount dies, the Mount might individually rout. | ||
| + | |||
| + | If the rider routs individually, | ||
| + | ===== Special Routing Conditions ===== | ||
| + | |||
| + | At Turn 150, everyone with 50 Morale or lower in the attacking army routs. At Turn 170, everyone with 50 Morale or lower in the defending army routs. This is known as a **turn-rout**. | ||
| + | |||
| + | If there are no Commanders of the correct Leadership type -- [[Undead Leadership]] for [[Undead]] and [[Demon|Demons]], | ||
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| + | {{: | ||
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| + | On another note, beings with 30 Morale only rout due to either the lack of Leadership, the HP-rout, or the turn-rout. | ||