As I understand it, it's a deviation from the original rules. A depot's garrison should protect the depot only--prevent it from being overrun by an enemy--but should not be able to stop the movement of an enemy that wants to pass through the area. In that respect it's like a city garrison, which makes sense, because it can't move. The depot is in one place, and the area is large.
Some games have adopted a house rule to try to address this, but it's tricky because you have to be able to garrison your depots, and it's hard to write a rule that allows all legitimate uses. It would be better if this were simply recoded to match the original rules.
Ponder, im sure it stood as fixed(changed) at one point around 1.06? Before that it was a feature(not bug). I do belive i seen corps pass at some point. And garrisoned-depots only cut supply but not movement.
But garrisoned-depots was designed to stop movement when EIANW was released, i remember reading that rule in 2007, dont players read the manual anymore ?
Anyway the orginial(EIA) rules also had special rules for garrisoned depots, and corps in provinces with city, about moving into city, same was for corps if enemies came. So in fairness this problem goes both ways.
Release notes 1.06
X Fixed: Garrisoned Depot Screened
Manual EIANW, basic & 1.07 manual :
10.4.6 Moving Into an Enemy Depot Area
Garrisoned Depot Area
If an enemy depot is garrisoned, the phasing player must halt movement and fight the garrison.
So untill another patch says its fixed/changed including in the manual, i would see this as working as designed.
Hopefully a patch(change) would work how the 1.06 (change) was intended.
(bit like cossaks , but without movement or withdraw option, though it would be cool to have withdraw into city possible for the garrisons)
< Message edited by bresh -- 2/2/2010 2:27:41 PM >