General Rule
During the Movement Phase, the Phasing Player may move as many or as few of his units as he wishes. During any Friendly Movement Phase, each unit may be moved as many or as few hexes as the Phasing Player desires. Unused Movement Points may not be accumulated from Phase to Phase or transferred from unit to unit.
Movement Allowance
All units possess a Movement Allowance. Units expend Movement Points from their Movement Allowance in moving through the hexagonal grid (see Terrain Effect Chart).
Movement Allowance depends on unit's intrinsic values, the unit's supply status, and whether the unit moved during the Naval Phase or not.
- An Unsupplied Infantry unit has one less Movement Point
- An Unsupplied Armored unit has its Movement Points halved
- A unit that moved during the previous Naval Phase has its Movement Points halved
Restrictions
There are no Stacking restriction during movement, but Stacking will be checked at the end of the Movement Phase. The Movement Phase will not end as long as overstacked hexes exist.
Procedure
The game mechanisms control every aspect of units movement ; when a unit is about to move, all its reachable paths are displayed on the map. This way, units can't move beyond their capacity. The mechanisms take into account terrain movement costs, prohibited terrain, enemy occupied hexes, and enemy ZOC.
- At the start of the Movement Phase, every Friendly unit that is allowed to move is marked as Available
- If no unit is selected, clicking on an Available unit will select it and display its reachable paths
- If a unit is selected, clicking on any hex of its reachable paths will move the unit to that hex. That unit will then be marked as Moved.
- If a unit is selected, clicking on it again will cancel its selection. [Esc Key]
- If no unit is selected, clicking on a unit that has previously moved will abort its move