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Episode 58 – September 25, 2026.
In This Episode…
The wheel lands on Routing again, and nobody even tries to fight it this time. Neal, Scott, and Stew dig into the rule that decides whether a broken unit lives or dies. Start with the easy case. In a dense village, if you can legally skip the building next door, your real options open up toward a leader or better cover. Board 4 makes it harder. Two candidate hexes sit the exact same distance from a threat the player can see and the broken unit can’t, and that doesn’t change where the unit has to go. Scott’s had it with how Rule 10.51 reads, nothing but commas and no periods, and the group works out what it’s actually saying about foxholes along the way: duck through one only if it doesn’t cost extra Movement Factors, or you’re just digging in to dodge Rout altogether. A DM’d half-squad draws the Interdiction roll first, as bait, before the real unit commits. Episode 100 still feels a long way off at this pace.
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