Without knowing much about the history of the game or why interdiction worked the way it did; maybe this frustration with constantly being harassed is why they decided to move them to the end of turn?
Then again, how will they realistically work at end of turn? A big point of interdiction strikes is to target enemy troop transports and supplies. Having your rail-transported division stranded after a strike is frustrating but that's how it's supposed to be, right? They rarely cause any big casualties but if you can disrupt enemy movement that's a huge bonus. In the Normandy scenario that's perfectly illustrated by delaying the movement of SS Pansy divisions from the south.
Now that interdicts are happening at the end of turn, are they just random strikes all over the place? That would kind of defeat the whole purpose if you ask me.
Obviously we need the strikes to be logged in the battle log as well, to be able to see the effects.
But that isn't happening (end of turn) as far as I can tell.
During movement ... ok. But at start of every combat round as well ... annoying as hell.
I agree, interdict is part of the game, and perhaps much of the "problem" w/ it (as I see it) is muchly part of scenario design. But as it stands, it seems to be a mechanic that can be abused.
For me, I really don't care ... I can live with it as is, BUT, for many I think it is a mechanic that is just a turn off. Who wants to have to click through LITERALLY multiple dozens of interdicts, w/o any sort of report? For me, I have found ways to mitigate, and maybe that is part of learning the game, but for others .... total turn-off.
Such a great game, there must be a better way. I hope that another mechanic might be found in TOAW V, whereby the IDEA of interdict is kept, but the "click through it all" is better handled.