Apologies if you thought that was rude. I just can't understand how the stated interpretation is arrived at, given what the rule says.Orm wrote: ↑Wed Dec 28, 2022 5:31 pm 1) Please, do not be rude.
2) All of us have at some point been in error with the interpretation about the rules. So some humility would be nice in us all.
3) The number of units that can be overrun in a hex can in fact be more than one. Using plural instead of singular when you write about an unspecified number which often is more than one does not seem much on which to hang an interpretation of a rule.
4) The (only?) rule which specifically handles how CVPs are handled state that the CVP is not disorganized in such a move. And that is ignored because the overrun rule use plural?
1.CVPs are units.
2, The overrun rule states units. If it were to only apply to naval units or to air units then it should say that. If all units in the hex relocate and then are disorganized, why are CVPs excepted?
You indicate there is a specific rule for CVPs on CVs that get overrun. Please reference it.
To me the logic is that units that are overrun are disorganized because they have lost capability. Why do CVs lose capability, but the CVPs don't? Playing without CVPs, the capability is lost in such a case.
Interestingly, you can re-org the CV and get the CVP re-orged for free. What your interpretation allows otherwise is to save a bit of oil and gives the ability to rebase the CVP to a face-up CV, thus possibly using it this turn without having to re-org it.
How does MWiF handle it?