Originally posted by gdpsnake
A. Can units move into cities during the movement phase? (SOAPY, for one says no) Why? What prevents units from moving into a city in a movement phase?
I'm glad to let you move units into cities in the movement phase, even though it's not explicitly allowed b the rules, and has no importance by my reaidng of the rules.
SOAPY/ZEN say the factors are in the corps counter and that all or some of those factors in his corps are ALSO in the city? Then which part is where when my corps marches in?
I say the part still in the city is prohibited from field combat.
Ok but I think your wrong. And also it doesn't matter if the city has a garrsion or not if there is a corps in the area, since the exenmy troops movming in must either defeat that corps or it must be withdrawn inside the city before the enemy corps can do anything to the city. So whether the city is garrisoned or not is functionally irrelevant during the movement phase, unless you ascribe to your cossack manuever, something I would prohibit by my reading of the rules (as the city is "controlled" by the corps in the area).
If corps factors "In" the city can run out and fight, why don't the combat rules allow ANY factors in a city to run out and fight?
Becuase the rules explicitly state that garrison factors may not fight in field combats. If you think that's unreaosnable you can houserule it

IF the corps factors also act as garrison factors don't they have to follow the same rules as garrison factors for combat?
No because the CORPS as a whole is "field forces". And the difference between "garrison" and "field forces" is fairly explicit, even though it does not exclude the possibility that "field forces" are also acting as garrison.
"I want ALL the factors of my corps available, even those on this "special" control/garrison duty to fight so I can increase my power and not waste it by having to put part of it in the city."
Since this choice is not without it's risks and downsides, I hardly see how it is unreasonable.
So where is that SINGLE cossack factor when I enter the area? In the city or area when I enter or both?!
It doesn't matter. the rules nowhere require you to specify, and the cossack gets the same choices regardless if you end your move there: withdraw form the area, retreat inside the city, or fight. Note 7.3.7.2 does not specifiy the loaction of the cossack or freikorps 9probably becuase it doesn't matter

I say this means sub-rules 7.3.3.3.1 and 7.3.3.3.2 allow these "counters" to ALSO act as garrisons IF in a city.
That is the assumption you seem to be making, and it is clearly no more or less valid than mine.
PLUS (Pay attention ZEN!!!) Very few cities CAN'T hold a TU feudal corps and is there ANY rule preventing the TU player from putting factors in those cities during set-up or reinforcement phases?! If they are that important.....
Turkey could not reinforce into those one-spire cities unless it free-stated them, and reinforced local troops there. Reinforcement prohibits you from reinforceing anything but corps on or adjacent to a depot that is part of a chain that orginates in a home country city outisde of your home country.
DOH! ONLY if you believe that units CAN'T MOVE INTO cities in the movement phase. This would be the only rational I've found so far to support double duty BUT I believe units CAN move into cities during the movement phase.
Even if you could why would it be the only rationale to support double duty? And why is beleiveing you can move corps into cities less rationale than beleiving that some corps aren't allowed to occupy, controll or otherwise garrison a city because there are TOO MANY MEN IN IT???? It's so ludicrous I chuckle every single time I think of it.
TOWN FATHERS of BENGHAZI: "It's OK, we're safe, those stupid turks can't fit through the door!"
TURKS: "That's IT! Ismail! Disband the 6-9th regiments!"
TOWN FATHERS of BENGHAZI: "Oh no we're doomed!"
This is in fact the main rationale for double-duty. Using souble-duty avoids ludicrous situation like that, like stupid cossack tricks, and so on, from occuring, and incurs NO PROBLEMS from doing so.
So to sum up: The game gets more sensible, and nothing breaks!
IF you believe they can't, sorry, guess you'll just have to wait for someone to attack you before you can get those unit counters in the city!!!!! I guess you could destroy them and rebuild them into your controlled cities........
But if you use double-duty, it doesn't matter you don't HAVE to move the corps in to control the city, stop trying to find problems with my interpretation by using an example that is only important when using YOUR interpreation!!! Why would you EVER NEED to move a corps into a city, if you control it automatically by having the corps present?
It's am important point: The lack of a specific rule allowing you to move into cities in the movement phase IMPLIES that it is not important. Something so important would certainly have an explicit rule, no?
Shouldn't Players be required to DELIBERATELY DEMONSTRATE thier intentions AS THEY MOVE as too whether their units are IN or OUT of cities BECAUSE the rules handle those units diffently in combat? Don't they do that for the other issues (I will roll for forage or I won't, I will seige or I won't etc.)
There is NO reason, NO benefit, to moving inside a city during movement if you assume a corps can control a city in an area without doing so, so again it is not important. In the rare case that a player would NOT WANT to control a city (and this seems quite gamey to me, but I would not disallow it) then he can certanly decline control!!!
Doesn't it make more sense for players to demonstrate that intention by putting the units ON TOP OF the city symbol OR NOT to clearly INDICATE what they want those units to be doing at turn's end?
It does not matter. WHy should a player be forced to indicate something which is irrelevant especially when the indication will be, 100% of the time. that the corps will be in the area and not wholly inside the city (assuming you would even be allowed to do so).
Does it make sense that some factors can be allowed to be two places at once when others can't? Or that these factors can fight when others in the same location (like the city) can't?
Yes, it's a CORPS, it's a mobile fighting unit with everything that attends it. It makes sense. (to ME anyway!)
NO DOUBT WHO CONTROLS/GARRISONS that city)
There is never any doubt. A corps in the area controls the city (if it is allowed to). In all my years no one has EVER been confused on this point.
It does not require any statement, it's just assumed, unless it's actively refused (which to be honest I have never ever seen happen).
My factors are no longer in the city because 7.3.3.3.2 says MAY and I choose that none are now there. The control flag does not change from Player A to me because I don't control the capitol. Denmark is now a neutral country since no major power controls it!")
Denmark could only revert to neutrality through Player A's position on the political chart, and I that event Player B would automatically control it because Player B has corps present.
Your secnario does not make sense anyway under any reading of the rules... minors do not require a continual garrsion in their capitol to stay conquered, and while I agree in theory Player B could decline to conquer it from Player A, I don't see how doing so would interrupt Player A's control over the minor anyway.
Later, during the next political step, Player B says "I declare war On DENMARK!" {dice are rolled for control. Player B doesn't win, player C does.} next comes 4.6.3.1. Player C puts his free control marker and begins to set up the units. "Hold it Player C! Some on my factors are now INSIDE of Copenhagen according to 7.3.3.3.2 so you can't place any forces in the city!"
Denamrk could not possibly in any way shape or form have gone neutral in your scenario, so we are dealing with an illegal situation. Would you care to revise it?
I suppose this scenario is not exactly correct but I'm sure one can INVENT many possibilities inviting a double duty player to say "I'm in now, now I'm out! No, I'm out right now but could be in later!"
You can invent any impossible scenario you like... but that hardly discredits ME

OR DO YOU KEEP TRACK SEPERATELY on some paper somewhere every instance of double duty "he said he was here but not here...or was it here?"
It would not be neccessary to note except in the exceedingly rare situation of a player declining control, which I would only allow becuase I am nice

So you actually REDUCE bookkeeping (less info to keep track of).
I sincerely hope I did!AT LEAST ANSWER #4 PLEASE.
Lastly it seems you are trying to poke holes in my interpretation by two method:
A) trying to come up with things that would only be ridiculous if we were using YOUR interpretation for SOME things and MINE for others (e.g. aaah I can't move into a city in the movement phase! That's stupid!)
B) trying to paint far-fetched scenarios involving my interpretation such as having imaginary people constantly changing their minds about whether they want to control a city or not, thus somehow requireing the notation of ALL instances of corps controlling cities (instead of just noting the rare exceptions to the rule)
I don't know why it's so important to you to discredit the way I play, even though a multitude of games over a span of years have been played "my" way with nary a glitch. I have no doubt at all that you feel "your" way is BETTER (and certainly just as "glitch-free"), but I think it's a long shot to try and convince me that it's EASIER.
Ah, soon the computer game will answer some of our questions on this matter (since obviously the orginal rules-writers or the current developers won't!!!
