Not a post about drugs

!
Not another wish list item or proposal!
Just wanted to know what you think about the following:
Unit Withdrawals
The game allows for reinforcements. Why not withdrawals? I know, it�s annoying to have to �lose� a unit midgame, but hey! it happens in real life.
The rationale for introducing withdrawals in strategic/operational games level is pretty straightforward (divisions diverted to another front, ally turning neutral, etc). In the tactical level it could reproduce effects such as:
1) Recalling divisional/brigade assets unexpectedly needed elsewhere, or
2) SF/snipers/guerilla type units �melting away� in dense terrain (urban or jungle)
Withdrawals combined with reinforcements may reproduce pseudo hidden movement effects (unit �withdraws� at point A and a same/similar unit appears as reinforcement at point B a few turns later simulating cautious movement/infiltration from A to B through �favorable� terrain)
Scenario designers could use withdrawals �from the roster� to negate the availability of transports (air or sea) at the final turns to avoid last minute paradrops/landings on V hexes (
if they consider it to be a �gamey� tactic)
The mechanics of withdrawing the designated units could range from:
a) simply �vanishing� the unit at the appropriate turn wherever is (don�t like it)
or
b) victory points penalty for each turn, beyond the withdrawal turn, the unit has not moved to its designated location of withdrawal
to
c) the �withdrawal turn� is actually the turn that the AI takes over control of the unit, wherever it is, and moves it towards the �evacuation� hex/ area (probably seeking the shortest root). It�s up to the player to decide to leave it all to the AI or to start to maneuver the unit himself (before the withdrawal turn) and bring it closer to the �evacuation� hex.
Again, this is not a proposal, just a discussion subject.