been having a problem with units not moving. Seems to happen most on straightforward defence orders when I try and get someone in better position. In this example H.505 has not moved for about 6 hours. Note also a facing bug where he's defaulted to facing north. I worry now if attacked from other directions it won't turn to face the danger.
I don't know why this happens, but I have got in the habit of using a move order now instead, especially for short moves to defensive positions.
It may be connected to the way the unit first sets itself a move task, when you give it a defend order, then when it is near the defensive position you have set on the map, it pauses for about 15 min while it processes its defend task.
Not sure it is working as designed or not, but the best work around is to mostly use move orders, especialy for short defensive moves.
Its no big deal as when it reaches its move location it automatically goes into all round defence anyway, then when you come back to it next, just give it a defend order on its counter.
As for the facing I agree it is a bit wonky at the moment for sure.
They very rarely face the direction they are manually set in, and when set to auto facing they often don't face the enemy, so something strange going on there, that would be nice to get fixed, but no big deal really.
remember that there is an orders delay to change facing though. They won't do it right away.
Might also be a movement thats to small for the movement boxes under the hood (They aren't called that but I'm struggling to find a term and an explanation, think of them like hexes or in Combat Mission case action spots)..The lower scale tactical game for instance is going to be alot finer with regards to movement. Here is a quote from Bil about the change to the lower scale game.."We are also moving to 50m movement grids to take advantage of the finer fidelity that smaller grid will give us. The initial results with maps at this movement grid size are encouraging. Map textures will be all new, and maps will have more detail than ever before, more contour levels, more varied terrain, more accurately rendered road networks, etc. All of this is possible because of the smaller movement grid. See the attached image from a map (work in progress) to see where we are going with this... at this tactical scale things like fields, hedgerows, etc will be important."