anchor.diff:      property Locks: TKMHandLocks read fLocks;
       property Stats: TKMHandStats read fStats;
       property FogOfWar: TKMFogOfWar read fFogOfWar;
  -    property ArmyEval: TKMArmyEvaluation read fArmyEval;
       property UnitGroups: TKMUnitGroups read fUnitGroups;
       property MessageLog: TKMMessageLog read fMessageLog;
   
  
positive.code:   //Free units
    inherited;
  
    FreeThenNil(fArmyEval);
    FreeThenNil(fRoadsList);
    FreeThenNil(fHouses);
  
  
negative.code:   G.OnGroupDied := GroupDied;
    if HandType = hndComputer then
    begin
      if AI.Setup.NewAI then
        AI.ArmyManagement.WarriorEquipped(G)
      else
        AI.General.WarriorEquipped(G);
      G := UnitGroups.GetGroupByMember(aUnit); //AI might assign warrior to different group
    end
    else
  