Joel Billings
Posts: 32265
Joined: 9/20/2000 From: Santa Rosa, CA Status: offline
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Not sure what you mean by delaying the units 1 turn in the TB. The Nord unit should be in the Finland box at start, and stay there until turn 113. Are you looking for it in the CR screen? You have to scroll down in the TB on the map to see the mountain units. As for the HQs, the game system routs them out of pockets. If they are in city forts, they will be destroyed and then rebuild, but otherwise they rout out. The reason for this goes way back to our early desire not to have all the HQ support elements captured when a pocket is initially formed. Many of the support elements of the HQs are tied up in logistical duties and often were not contained inside a pocket when it is first created. We decided to deal with this by having HQ units be allowed to rout out of pockets. We haven't come up with a better way to deal with this so haven't bothered to change the rules since they were first created in WitE1. Someday we may get around to at least destroying the support units that are attached to an isolated HQ that routs. If we had a way to track how long something was isolated, we might allow players to force rout a HQ on the initial turn of isolation (representing the HQ pulled back before it was surrounded), but that may be more trouble than it's worth. As for the Soviet rifle division appearing in the pocket, that's clearly a bug. We had similar issues with German units appearing in Soviet territory in that scenario, but we fixed that bug in the most recent public beta. If you are using the latest public beta, perhaps there is a similar bug that impacts the Soviets that needs to be fixed. Would really help to have a save just before this happens. Thanks.
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All understanding comes after the fact. -- Soren Kierkegaard
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