PREPOSITIONING STATIONARY GARRISON UNITS
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Observations
PGF's AI Module is completely clueless when it comes to "understanding" the defensive advantages Entrenchment Level preservation confers upon its units. Whether a unit's entrenchment level is 0 or 255, well, it makes no difference to the AI Module... Worse, PGF's AI Module exhibits the most unfortunate tendency to aimlessly move its units about and away from natural defensive terrain such as urban centers. Consequently, PGF's AI Module cannot be relied upon to conduct a credibly strong defense of Victory Hexes (VHs), let alone of important non-VHs.
Wishes
Clearly, PGF's AI is in dire need of some "help" when it comes to putting up stiffer resistance in defense of certain important VHs and, possibly, non-VHs as well. To this effect, the emerging wish here is rather straightforward. Namely, are there some technical means to prohibit PGF's AI Module from moving about certain prepositioned units fully intended to remain essentially stationary in-game ?
Proposed Solutions
Two alternative, proposed solutions are described here:
"Anchored" Garrison Units
viewtopic.php?f=100&t=540#p8971
Ground Unit Prepositioning: NOT On Hexes Technically Traversed By Roads Or Adjacent to Port / Embarkation City Hexes
The solution involving Dual-Mode Composite Units (DMCUs) as outlined in the aforementioned post is both versatile and effective.
Ground Unit Prepositioning: On Hexes Technically Traversed By Roads Or Adjacent to Port / Embarkation City Hexes[
Important: Port / Embarkation City / Non-Naval City / Airfield hexes may be technically traversed by roads without a player knowing (based on map visuals only). Scenario designers are strongly advised to actually test whether such placed units are truly stationary.
Explicitly defined, self-contained units unable to retreat seem to be the only option here. To this effect, besides being assigned Movement Allowance (MA) ZERO (0), they must be assigned to the Structure (i.e., "Fort") Unit Class. Scenario designers might wish to "construct" such units to broadly emulate the attributes of some relevant, contemporaneous Infantry Class unit. However, the following important considerations should be kept in mind:
1) Structure Class units are relatively vulnerable to enemy Infantry Class unit attacks
anywhere on the map; not just on "urban" hexes. Reason being, Structure Class units always defend against such attacks on the basis of their Close Defense values. Consequently, it is strongly recommended that units NOT intended to defend Port / Embarkation City / Non-Naval City hexes have their Close Defense values increased to match their respective Ground Defense values. Scenario designers utilizing such "enhanced" units to also guard Port / Embarkation City / Non-Naval City hexes is not without merit...
2) The aforesaid Structure Class units CANNOT be the beneficiaries of any Replacements
unless they are on Port / Embarkation City / Non-Naval City hexes. To this effect, scenario designers might have some such prepositioned units enter play in an over-strengthened state (irrespective of their Experience Levels) in anticipation of their progressively diminishing strength due to potential combat.
3) Scenario designers assigning, say, 9 Entrenchment Levels to some of the aforesaid Structure Class units might be a very commendable idea...