Fortunately these situations are rare, considering how complex the rules are. I don't mind skulking, I don't mind VBM freeze--but I do think that using unarmed trucks to charge the enemy, or popping crew out of AFV to seize building control, or changing your TCA merely to dump Riders off precisely where you want them is pushing things (now if you take a shot when you change TCA, that's different . . . or if you drive into an orchard for protection). Yes I'll continue with our game and yes I'll accept the loss, but I'll also be thinking that you're ruining the whole point behind playing the game--to represent WW2.
I have just finished reading three out of five volumes (I don't own two of them) of SS-Panzergrenadier-Division "Das Reich". I was surprised that there were several occasions in it which came as close to the "truck overrun" as it gets: Units were not aware of the Russians being in some village and when they realized, they were right in the middle of them. So they drove on, partly hoping not getting noticed, and entirely wanting to get the hell outta there. In another instance, they charged a village with more than a dozen of Kfz 1/20 Schwimmwagen. Of course, such things were rare. Rarer then they are in ASL, in which the player is omniscient on top. But the Truck OVR is not a historical impossibility.
Popping out of an AFV to seize building control is another abstraction IMHO. Who says that you can 'Control' a building merely with Infantry? What would scare you more not to approach a Building - a tank right next to fully manned and operational it or its crew inside the building? Which of the two actually exerts more 'Control'? 'Control' itself is an abstract concept in ASL.
In ASL to 'dump' Riders, you have to turn the tank's TCA to force a Bailout. Your reason to do so is that you (or the Riders) see the necessity to do so. What might the Bailout MC Riders being pushed off a tank represent? Maybe the danger of bruises, injuries caused by jumping off a tank moving at a speed of anything between 2 to 20 mph. Now, can you imagine that 'historical' riders might see the necessity to jump off a tank while it moves about too fast to get off safely? I can. It could well be argued that it should not even be necessary to turn the TCA to effect this.
What I am trying to say is the follwing:
IMHO criticizing grabbing Building Control with a Vehicular Crew after Abandoning a Vehicle or the other examples as unhistorical is beside the point, as already the concept of 'Building Control' in itself is an abstraction in the game and could well be contested from a 'historical' perspective. Only if you do not question the concept of 'Control' itself, then taking it by with a vehicular crew from a vehicle Abandoned for the purpose does appear to become 'ahistorical'. Historically, you could instead argue, a fully manned and functional tank is much more in control of the house next to it, than its vehicular crew within the house ever could be. Then again, the idea of a 'building' is an abstraction. What I just said might be true for a normal residential house represented by a single hex building depiction. But this depiction (despite having only one level in ASL - yet another abstraction), could well represent a larger house with more than one level, which in reality, neither a fully manned and functional tank nor its crew somewhere within that house could really 'Control'.
In short, because there are abstractions right, left, and center, the point of declaring anything as 'historial' or not is actually moot.
The game and game-situation rather 'feels' historical or not if you - individually as a player - allow yourself to be immersed or not. Some people do not really care about this immersion, some still manage it if an Abandoning vehicular crew grabs 'Control', some do not.
It is less about the rules, it is more about oneself.
von Marwitz