ORIGINAL: Meyer1
harder to surround units
How about more realistic when surrounding units.
The old way. You have three regiments in front of the enemy unit at the beginning of a turn. Then you take some small highly mobile ant units and move them around to the flank and rear hexes of the enemy unit. They use all their their movement points to get there. Now the unit is 'surrounded' with no hope of retreat. The three regiments that didn't move at all attack the hapless enemy unit and utterly destroy it without expending more than, oh, we'll say 2 of the ten battle rounds. So they consumed 20% of the turn.
Now think about that. If only 20% of the turn is consumed in the combat exactly where would those three surrounding ant units have been? Certainly not where they are currently at the time of combat because it took their entire movement to get there or, to put it another way, it took them the entire turn to get there. So was the enemy unit really surrounded? No it wasn't. It had an avenue of retreat.
Time and space considerations are one of the biggest problems when you attempt to mirror reality in a turn based game. BTS attempts to rectify at least some of the time traveling. You can't fix it all but at least it fixes some of it.