...Now, here is where is gets complicated.
The Knights are abutted behind the Spearmen by the measure of 0.5" on the left side. Therefore, 3" of the forward face of the Knights is exposed - there is nothing in front of it. The rules state that if you can draw a line from the facing centre point of the unit to any point on the enemy, and this line has a 2.5" gap (1.25" either side) then it is eligible to final rush. As only 0.5" of the Knights is blocked by the Spearmen there is a line of 1.25" either side of its centre point with no obstruction.
My question, therefore, is whether the indirect path rule is eligible here (the enemy unit is the nearest enemy to the Knights) and the player can choose whether to final rush or whether the final rush rule overrides this requiring a charge.
Essentially, my question is can the indirect rule negate the need to final rush when a unit meets all other requirements?
Is that clearer?
I believe that the question is clearer.
The Indirect Path rule is used when the unit's Front red Center Point is Masked or when that central determining point is blocked for what is "visible" to the unit.
The Knights (5") must charge the enemy.
It will engage most of the front of the enemy unit, as per example, except the 0.5" is masked by Spearmen.
The enemy is Clearly Visible.
The enemy is within Final Rush range. The measure from the Front Center Point of the Knights will be traced as not to overlap the Spearmen.
There is an open path.p.9
The unit will move its maximum movement toward the nearest enemy unit.
A unit may only engage an enemy unit if the enemy unit was clearly visible at the start of the turn.
If you can draw a line from the front center point of your unit to any part of an enemy unit (that is in your unit’s front arc) without passing through any other units or line of sight blocking terrain, then the enemy unit is clearly visible.
p.22 Final Rush
• A unit is near enough to final rush if its front center point is within its MC of an open side center point of the nearest enemy unit (taking into account all non-maneuvering MC modifiers).
When a unit final rushes, move its front center point to the center point on the enemy’s facing side (or the nearest open side if the facing side is not open). No maneuvering is necessary—just pick up the unit and place it in its new position.
If an obstacle or another unit prevents the units from being lined up center point to center point, simply line the unit up as much as possible.
Note: To be engaged, each unit must have at least half of a side in contact with the opposing unit.
p.24 Open Path
There is an open path if:
• A straight line can be drawn from the front center point of the final rushing (or routing) unit to any point on the enemy unit (or the point the unit is routing to) and
• A 2.5” wide path can be found which is clear of other units or impassable obstacles and though which that line goes.