From: Decatur, GA, USA
After some experimentation, I don't believe it's possible to replicate from a Soviet saved game, but I was able to replicate it by running the proceeding Axis AI turn from this file. Since this followed several attempts to replicate from Soviet 38th save and x1, I might can't say every click around the map I made.
The turn started me in the north, but I moved done to Rabkor and removed the summary either before or after I clicked on that hex. I did not unload the train but moved up to Gulbene. I right clicked on it and the menu including TB hex set did not come up. So I clicked on an enemy hex in vicinity to clear the feature, not sure which one, but probably vacant, and then right clicked on Gulbene and the correct menu appeared. I clicked on TB arrival hex and it greyed out. This time I did not immediately transfer the 2nd rifle but moved over to 176,131, right clicked, picked the TB arrival and it greyed out. Then I found the 2nd rifle division through the commander's report and transferred it.
This 2 arrival hex entries did not turn yellow like they normally do, so I don't know if they were effective. Although I spoke about non-RR hexes, I think I have only done it on RR hexes, but including destroyed RR lines. I believe it has only happened after AI turns and never from a saved Soviet turn. The x1 one save, for instance happened after a series of selections of invalid hex selections working and then transfers happening. Several of the transfers appeared to happen at end of turn and several did not. I wasn't thorough in checking them out, but what may have happened was that if there was stacking room in the hex, they went where ordered, and if not, they happened at the closest valid hex.After I saved x1 and went back to the saved version, couldn't set invalid hexes.
I don't know if this only happens when my first right click after an AI turn doesn't bring up the menu and I clear it by clicking on an enemy hex.
Most of the time the hex turns yellow. In this recreation it did not.