The element may only turn if it can move upto 400p with out hiting anything and it does not end nearer to the enemy. If you can not turn it must flee to it's inturnal rear, it will only die if it hits an enemy or impassable terrain in its path, but if it hits a friend it passes or bursts through them.
To be destroyed it must hit something it can not avoid.
You need to read paragraph 3 then 4 then 5, if a turn is stopped by any of 4 within 400p do 6 straight back. you need to read all theses paragraph together.
I think I finally found the man I was looking for

. A real expert on fleeing moves!! Please, tell me what you think about this table:
1. There are no friends or enemies within 400 p of my fleeing move ---> No change direction
2. There are friends/impassable terrain within 400 p of my fleeing move:
- Will I contact them/it before finishing my move?
No ----> No change direction
Yes ---> Apply the following priorities :
a) Pass through them if possible (no change direction) or
b) Avoid them/it if possible (change direction) or
c) Burst them through if a) and b) are not possible (no change direction)or
d) Die!!
3. There are enemies/impassable terrain within 400 p of my fleeing move:
- Will I contact them/it before finishing my move?
No ----> No change direction
Yes ---> a) Avoid them/it if possible (change direction) or
b) Die!!
Once a new direction is selected, no new impassable friends/terrain or enemies must be within 400p. When changing direction, the element must apply the following order of priorities:
a) Look for open terrain or
b) Look for any other non impassable terrain or
c) Look for any non impassable friends
The question is: where the hell on Earth must I put the condition "ending closer to enemy"? As you say my element will die only in case of contacting an enemy one. Following this logic, I can end my fleeing move closer to enemy and nothing will happen unless I contact it

I'm sure it must be easier than I think, but what am I missing them?

Thank you.