Hmm... If I recall correctly, someone somewhere also reported that large UI thingie. I guess it was on sukhoi.ru forums and it was related to very high resolution screen like you have. Try reporting andrey about it, that's the best you can do I guess. It looks a bit bad indeed.
About spreading troops:
Yes, it certainly is somewhat stupid to defend some areas even though they might not be that important. But this "issue" arises from the fact that we have an operational map, which is turn based and which is divided into squares with limited unit capacity. This is due to technical reasons - it's impossible for current computers to do the whole operation with these details in real time - and also to keep a fight at battalion level maximum. In the game a battle time is also limited due to gameplay reasons. Whether you gain or lose ground (squares) after battle (after you or enemy retreated/routed or time runs out) is determinated in the game by control points - or so I call them. I can't see any better simple and working solution for merging a realtime tactical battle and turn-based operational phase. So, if you have less control points in one square than enemy A.I after a battle, your units will retreat away from that square to the nearest friendly square with free unit slots. If there is no friednly square or room to retreat, your units will rout and regroup somewhere after few turns. It's just the game's way to determine, which of side managed to force one side to retreat.
If you do not want to get forced out of a square on an operational map, defend it during tactical battles. Make sure the enemy retreats from the whole battle area or annihilate him completely - or just make sure that you have enough control points to preserve that square after the battle. Make sure that your influence (control points) on that square is higher than that of your enemy: have more good ground keeping units, especially infantry, with good battle efficiency and ensure control of keypoint/flag. Notice, that bigger a keypoint flag is, the more it multiplies your control points (the factor is from 2x to 12x or so, if I remember correctly). If you are attacking, make sure that your platoon gains control of the target enemy square OR retains control of its original square - either one is enough to prevent forced retreat or rout of your platoon. Sorry for repeating some things here again, I just wanted to write it clearly.
When on defense, and depending on the situation, I usually create from one to four strongpoints and put some forces in reserve behind or between those points. I may also deploy some outposts to keep on eye on enemy movement. When I find out, where he is going, I start moving my reserves. When I think it's necessary, some of my strongpoint units may have to start moving too from their position to an another strongpoint to reinforce it - or recapture it. The hardest thing is to determine the location of these strongpoints so that they can be defended and that they help you to keep the ground/squares. Even harder is to decide whehter to spread your anti-tank units around these strongpoints or make one spesific anti-tank strongpoint that can give cover to your other strongpoints too. If possible, the anti-tank unit is mobile and in reserve waiting for orders.
I think this square system is better than no operational mode at all. And I also think that it's more realistic than, for example, Close Combat series system.
p.s. to Odin.
Everything seems to work like before. Take a closer look. There are just some extra things now and the arrangement seems to be, I think, a bit better. But yes - I think it was fine enough before also.
< Message edited by lavish -- 6/19/2012 8:45:35 PM >