There are a lot of gamey rules in A&A and it has to be, or else it would not be A&A, just a general wargame. Another typical move is the US carrier with a UK fighter that on US turn move 3 spaces from Australia to Japan, and then on UK turn the UK fighter sink some trannies. Or when you can land allied fighters on newly captured territory, but you can not land your own, even if every move in a turn is supposed to happen simoultanesly. Or the can opener. Your friend can clear the enemy territory, so you can blitz through it in your turn, but you can not use your own infantry to clear out that lone enemy and let your Tank stack blitz through in the same turn. Or a huge Tank stack that is not allowed to blitz because of one enemy AA-gun or factory. Or even better, one lone destroyer can stop 100 subs from moving through. Or the one destroyer that can stall a stack of battleships. Or one destroyer that make a stack of aircrafts be able to attack all subs. Remove that lone destroyer and the aircraft stack suddenly goes blind. In the real world it was the aircrafts that spotted the sub, and the destroyer that killed it. Or the retreat rules, only the attacker can retreat, and only if some of the defenders survived. It dont make sense from a military point of view, but without that rule there would be no fun in strafing attacks. You need to risk something, or else there is no fun. That said, I miss the option to contest territories like in A&A 1914. A small seazone can contain both friendly, neutral and enemy units, but a huge country like Poland cant ? I think the attacker should be able to press 1) continue attack, 2) stay to contest and 3) retreat. And no, the game would not be ruined by this, just enhanged