When you are prompted to move a unit, the location of the unit on the map blinks slowly. The type of unit to be moved, the order assigned to the unit, the number of hits left (for ships) and the number of units carried (for transports and carriers) are written on the prompt line. You can either give the unit a single move or give the unit an automatic movement order. If you give an automatic movement order, the unit then moves with the new order. In some situations, units with a movement order other than "Awake" prompt for a move and may require a single move or a change of movement order.
SINGLE MOVEMENT:
To move a unit into an adjacent square, either click the adjacent square on the map or click one of the direction buttons labeled "N", "NW", "W", "SW", "S", "SE", "E" and "NE". To not move a unit this round, either click on the unit on the map or click the unlabeled button in the center of the direction buttons. If an army or fighter is not moved, any other units of the same kind in the same place that are "Awake" or on "Sentry" also do not move. Giving a unit a single move does NOT change the movement order assigned to the unit.
AWAKE MOVEMENT:
Click the "Awake" button to give the current unit this movement order. When the current unit is a transport, clicking "Awake" gives the order to any armies aboard and when the unit is a carrier, clicking "Awake" gives the order to any fighters aboard.
Units with movement order "Awake" normally prompt for every move, but units with no move available do not prompt.
SENTRY MOVEMENT:
Click the "Sentry" button to give the current unit this movement order.
A unit with movement order "Sentry" normally does not move. This is a useful order to give to armies waiting for or riding aboard transports. Units on "Sentry" prompt for a move when next to something they can attack. Armies on "Sentry" also prompt for a move when next to a transport that is not filled to capacity. Fighters on "Sentry" prompt when the distance to the nearest landing equals the fuel remaining. Note, fighters on "Sentry" use only one unit of fuel per round.
DIRECTION MOVEMENT:
Click the "Direction" button to give the current unit this movement order.
Then select a direction from the labeled direction buttons or the unlabeled button to cancel the new assignment.
Units with a direction movement order prompt for a move when a obsticle is encountered. Fighters with a direction movement order prompt for a move when the fighter is half empty ( or half full ) of fuel.
DESTINATION MOVEMENT:
Click the "Destination" button to give the current unit this movement order. Select the destination from the map or the unlabeled button to cancel the new assignment. Clicking the "Destination" button is optional, selecting a destination on the map is assumed to be a destination. If the desired destination is not visible on the map, click the area with the desired destination in the overview map.
Armies with a destination that is out to sea prompt for a move as do ships with a destination that is inland. Fighters with a destination to a friendly city prompt for a move if the city is captured by the Enemy. Fighters with a destination to a carrier will "track" the carrier and prompt for a move if the carrier is sunk or moves out of range. Attempting to give a fighter a destination that is out of range gives a warning beep and the fighter is not given the order.
RANDOM MOVEMENT:
This movement order applies only to armies. Click the button labeled "Randon" to give the current army this movement order.
FILL MOVEMENT:
This movement order applies only to transports and carriers. Click the button labeled "Fill" to give the current transport or carrier this movement order.
A ship with this movement order acts like it was on "Sentry" except that when it is filled to capacity it automatically changes to "Awake". Note that the capacity of a ship is reduced when the ship is damaged.
LAND MOVEMENT:
This movement order applies only to fighters. Click the button labeled "Land" to give the current fighter this movement order. The fighter is given a "Destination" order to the nearest friendly city or carrier. If there is no landing within range, the movement order of the fighter does not change.