Here are some wall exploits now possible with the new walling mechanics introduced with the Merge. The main point is that: if units are in a place in which they
can wall, they
will wall.
1)
In the first image someone had WFed me with 2 units. I attacked his WF units with bombers
without moving my walling units. When the next turn started and his units were gone, I walled anyway. This was not possible in Afterwind.
2)
I love using this, and never thought of reporting it until a rank 4 made me realise that drowning infantries on water to make walls is not logical and is a bit of an exploit. As you can see, I just abandon an infantry one by one in the water, and before the battle phase, it does not show them as walled, as I didn't move them into a defence line. However, when the turn started, they were in a wall anyway.
Again, this was not possible in Afterwind.
3)
This one actually was possible in Afterwind; you actually have to move units into a walling position. In the first image, I had 2 transports with 15 infs. I move one transport with 14 infs ahead so the boats wall, then merge the two boats, drowning the infantry, but leaving it walled with the transport. Walling an infantry to a transport is also not logical. Then you rinse and repeat, and as you can see, by the start of a turn, I have walled on water.
Allow me to say this one last time before these bugs are fixed: