Sihoiba wrote:or we manage to find a more palatable solution than just carrying on anyway.
Treading some glass here to explain the nature of the problem, while not giving away what it is, exactly. Anyway, not yet.
The problem is that some orders for certain I.A.R. units got overlooked. It is made worse by the fact that they involve an area of the map that could- not saying it was, nor that it wasn't ... get it?- have been affected by the Generic Scot turn that just elapsed. The only clean solution to this would have been to redo the Scot turn (with maybe the added limitation that pop and scout orders stay the same- so that, having seen that some hexes are uninteresting, you'd decide to scout other ones).
I decided that would be too much to ask, however. So we're not redoing the Scot turn. At present, there are no compensation measures for I.A.R. (no extra pops, no extra actions or whatever)- and I'm not sure what could fix it exactly, because the actions that were skipped in their previous turn, might (or not, of course) be reacted to by the Scots.
So at the moment I can just hope that the skipped orders will turn out not to be too important in the final scheme of things, and/or that I.A.R.'s resourcefulness will find a way to compensate.
The whole point of this is lost if you keep it a secret.