I'll replay in the morning.
While we have a chance there were a couple other things I've been wondering about. The former happened on the previous turns, the latter then and on mine.
When you siege a settlement in TATW it appears to use the mod trick of creating an impassable zone around the settlement that prevents anyone that isn't attacking from moving through the space (represented on map by the little tents around the besieged settlement. I counted on this to protect my main army when I sieged East Osgiliath. However, clicking on the army sieging the settlement allows you to go through it. Or more, accurately, you pass into the otherwise impassable tile next to the city and then stop.
The second thing, which I thought of as additional protection, was the freezing of a unit upon hitting a tile next to an enemy/neutral settlement. Apparently an army frozen in such a manner can still move a tile if they have an adjacent enemy to click on. I assume this is in game to be able to attack settlements (you freeze entering the tile next to a settlement but can still click on and attack it. The game program doesn't know the difference between the settlement and adkacent armies for moving purposes). NB did this after passing through the siege tents, and I did it with Denethor to hit his army on the bridge.
Imagine my surprise when my doubly protected army was defeated by an enemy that bypassed the settlement that had to be taken before you can enter the bridge west of it.
These are tricks that I think the AI is incapable of. I'm not sure if a rule is needed for this (there are probably a hundred different little unintended "exploits" that can't all be ruled on) but at least would like to warn players of this particular looparound for getting around/through chokepoints.
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