From: North West, UK
At the moment the only way for a unit to surrender is if it's a 'Rabble'. From Manual, page 41...
Whenever a unit designated as “Rabble” is adjacent to an enemy unit at the end of an enemy Movement Phase, the Rabble unit takes a Quality Check. If it passes (by rolling less than or equal to its Quality rating), there is no effect. If it fails (by rolling greater than its Quality rating), the unit Surrenders and is eliminated.
The rabble option is set by the scenario designer.
Now I've had many, many, many occasions where units are at Disruption Level 4, do not withdraw (even with the new patch) and sit there and continue sitting there, occupying the hex and preventing the opportunity for an advance, even though in subsequent turns they are still being disrupted or might lose a hit.
It looks as if once a unit is at D4 it can't be removed from the game until it's lost all its hits as well. Any further disruption has no effect at all.
I've been thinking it could help the game flow if these D4 units, if they took further disruption, should either surrender OR at least take a guaranteed hit.
What do people think?
I know the unit isn't pinning any units but there are plenty of situations where you can't move around it anyway ... you want to get into the hex the unit is sitting in to push forward.