I disagree. If the player units used up all of their movement to get into attack position, then successfully attack, they should not automatically get to move into the combat-vacated hex should they defeat the enemy and the enemy is eliminated or retreats from the city. OTOH, if the player units have movement points left when they start the attack (say they were already in position, or they moved into attack position and have at least 1 MP left over when they attack, they should of course be able to move in to occupy the vacated hex.PoorOldSpike wrote: ↑Thu Apr 09, 2020 1:44 pm
Yes I was going to mention an "advance after combat" option in my next post because it's frustrating throwing everything we've got at an enemy unit in say a city to force him to retreat, but because we can't advance into the vacated hex, him or one of his mates will simply waltz back in there during his turn, so we have to attack the city all over again on our next turn.
In most other board and computer wargames there's an "advance after combat" option which allows us to occupy the hex after kicking him out, and that's what PC2 needs too.
IRL, attacks are either hasty or deliberate: hasty attacks come with little preparation and in the game are represented by a unit that used all its movement prior to attacking. Deliberate attacks in game terms are when a unit has movement points left when it attacks. Hasty attacks that use all the unit's movement points to reach the attack position, don't get the benefit of automatic advance into the vacated terrain.