viberpol,
And the moment you leave a hex you lose control of the hex itself. Compare your before and after screenshots and look at the hex due west of Tandjoe. In the before shot, when you had a Japanese unit in it, you see a white "J". In the after shot, that same hex which no longer has a Japanese unit in it, no longer has a white "J". Now I believe that you play using the latest Beta and it is possible that as part of michaelm introducing the supply chain identification, a little graphical glitch has been introduced and contested hexes no longer display both a white "A" and "J". I can assure you that previously a contested hex would display both a white "A" and a white "J".
The part of the manual you have quoted has not been written precisely enough. But you are not reading it correctly anyway. You highlighted the first sentence of the second paragraph of s.4.2.4.5. You cannot read that highlighted sentence (which I grant you is not as precisely written as it should be) without also highlighting the last sentence of the preceding paragraph. That preceding sentence is indispensable for properly placing in context the sentence of the succeeding paragraph. IOW a hex can be controlled by:
As a matter of contruction, the sentence you highlighted only makes sense when read as meaning a hex not controlled by anyone falls under the control of the side only the last unit which moves into the hex and such control remains only for as long as that side maintains a unit in the hex. Once both sides have units in the same hex it becomes a contested hex.
To further explain how this works, you have to take into account the control of the hex sides. If you move a single unit into a vacant hex (=one which no one controls) you not only now control the hex but you also now control all 6 hexsides facing inwards to the hex. This is accomplished even though the unit moved into the vacant hex through only one hexside. When the enemy moves a single unit into the hex controlled by you, you now have a contested hex plus you now only control 5 of the 6 hexsides. That is the fundamental difference which arises from the game concept of "control".
If you still don't believe me, then read very closely s.8.3.1.2 of the manual, in particular the second sentence in paragraph 4 on page 192 which clearly states that once the Allied player has moved his unit out of hex "A" into hex "B", then no one controls the now vacant hex "A" because no one has a unit present anymore in hex "A".
In any case this is not a particularly germane discussion to the thread's basic issue which is about river crossings engendering a shock attack. This is because I reiterate, for the purposes of determining whether a shock attack will ensue when sending troops across a river, what matters are the points I listed in post #33. They come down to the side crossing the river is the attacker, the size of the bridgehead and the direction from which the crossing is made. In none of those does control of the hex matter at all.
I understand that english is not your native language and that even native english speakers can misread the manual. Nonetheless the manual, when properly read and approached as a lawyer would a legal document or statute, does generally provide the right information. It just means that a lot of painstaking attention to detail is required.[:)]
Alfred