Ebbingford wrote:In theory I think it should work like this, especially when playing the veteran option. On veteran level the generals always appear active so you can give them the evade order. When the turn processes and they either activate or not, then it shouldn't make any difference if an unactivated general can't MTSG. If he is active he obeys the evade combat command and doesn't MTSG. If he is inactive then he can't MTSG anyway. On other settings it still works. If he is inactive at the start of the turn when you are giving orders he remains like that for that turn, he won't therefore MTSG. If he is active you give him the evade order and he doesn't MTSG.
This hinches on MTSG only occurring if a leader is active though. I'm not sure if this is the case, but I would have thought it should be.
Part of the problem is that MTSG serves somewhat different purposes depending whether you are attacking or defending. If attacking, you usually want to have all your units bounce between as many fights as they can during the two-week turn so you can keep your offensive going. MTSG works pretty well there.
But on the defensive, holding your line may be more important than dominating a particular point, and having all your units converge might not be your best option. For example, you might prefer to lose a single province temporarily rather than running the risk of blowing up your whole front trying to defend that one spot. The MTSG mechanic, as currently modeled, doesn't really give you that option.
Seems to me to me it makes far more sense to let the player turn MSTG on or off by unit. That would give you better control, particularly on defense.