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You need to wait a turn or two for them the units to become isolated i.e. in red border.
Then once you attack them they will surrender.
The Garymeister in his infinite wisdom decided that due to historical reasons lots of Soviet units can break through an encirclement and not die just lose a lot of men and equipment...
Which is 100% true historically but it irks you when you have a unit completely surrounded and it routes a loooong way away from you.
Those routed units - try to not "touch" them with your units but surround them, once they become 100% THEN surround them and wait a turn.
WAD.... kinda....
What's your point? I've had plenty of units isolated in a large pocket, that even after a full turn of isolation, they retreat repeatedly through multiple attacks without surrendering. This is because their retreat(s) did not turn into routs. They may even hold. However, isolated units that are retreated (and not otherwise routed or shattered) that are (closely) surrounded by enemy ZOC in every adjacent hex to which they could otherwise retreat - are subjected to a die roll that can force their surrender instead (see 15.9.1.1). Otherwise, only routed results are automatically turned into surrender results when a combat unit is isolated (15.12).
So the point is you have a better chance of forcing isolated combat units to surrender by making sure they have no hex to retreat to that isn't in an enemy ZOC when you attack. If you merely squeeze the outside of a large pocket, you'll see more of them absorbing multiple attacks and just retreating around inside the pocket before they finally succumb. I don't see how your quote addresses that point.
I guess it makes some sense. I can rastionalised that it would take some time for units to secure 10k hexes to cover all the routes.
So does it just has to be a zone of control? As in I don't need to have units physically around each enemy unit or large pocket?
If you turn on the "show enemy hexes" filter, it will show you hexes you control. That's helpful to know where you stand with isolation I've found.
Otherwise, when you cut off an enemy unit from supply, just leave it alone until your next turn. Isolated units retreat easier and surrender rather than route (they are incapbale of route). As an example, in the Army Group South area, I will let the Lvov pocket die over 7 or 8 turns, using only Romanian units.
http://www.wargamespace.com/2014/05/05/the-rout-report/
Enjoy!
Again all very helpful reolies, thank you all. Really, this was the one thing that bugged me on my first try of teh game.
By half way through my first (Lenningrad) Scenario, I could say I enjoy the mechanics inclusing this.
I QUOTE the above because creating a space for them to route to out of their supply, to b bagged latter is a great advanced tip, and something to really look at as I get more advanced and play on bigger scenarios and campaign.
Overall, having so much fun with it I will writ my first steam review after clocking some more hours. (Any passers by who've not bought yet- if you like a thinking wargame this seems one of the best).