Each unit has a movement allowance representing the distance it may move in a single movement phase. Each player moves only his own units during his movement phase.
Procedure:
Units move individually or in groups, hex by hex, in any direction or combination of directions that the player desires. The movement phase ends when the player decides he has moved all of his units that he chooses to move.
Cases:
[3.1] A unit may never exceed its movement allowance. During its movement phase, each unit may move as far as its movement allowance permits. Each unit spends one or more movement points of its total allowance for each hex that it enters. Individual units may move less than their movement allowance. Units are never forced to move during their movement phase. Units may not, however, lend or accumulate unused movement points.
[3.2] Units must spend more than one movement point to traverse some terrain types. Costs to enter a hex containing each type of terrain are specified in the Terrain Effects Chart. If a unit does not have sufficient movement points to enter a given hex, it may not do so.
When a unit enters a hex through a road or bridge hexside, it pays only the cost for moving one hex along the road, regardless of the type of terrain entered. Conversely, a road has absolutely no bearing on movement if the hex is entered through a non-road/bridge hexside.
River hexsides without bridges may be crossed, but units must pay a bridgehead cost in addition to the cost of entering the terrain of the target hex. Hexsides marked as impassable can never be crossed under any conditions.
[3.3] A unit must stop upon entering an enemy-occupied hex. Entering an enemy-occupied hex initiates combat. Once an attacking unit participates in combat it forfeits any remaining movement points for that phase. Retreat from combat is handled independently of movement allowances.
[3.4] Units may not cross map edges. If forced to do so by the Combat Results Table, they are eliminated instead.
Each unit has a combat strength representing its basic power to attack and defend. Whenever units of opposing forces occupy the same hex, combat is initiated immediately. All units entering the hex together must attack and all units already present must participate in the defense. Combat consists of the comparison of the strength of a specific attacking force with that of a specific defending force, resolved by the Combat Results Table. The results may affect the attacker and/or the defender.
Procedure:
The total combat strength of each force is found by adding the strength of each unit. Demoralized units contribute only half of their combat strength value, rounded down. The percent difference between the strength of the forces is calculated. This percentage is located on the Combat Results Table, indicating which column of results will resolve the conflict. Column shifts are now applied based on defender terrain advantages. The final results are found by selecting a random entry from the table column. This table entry indicates the damage sustained by each force. Damage results are applied and the force sustaining greater damage must retreat to an adjacent hex. In the case of equal damage, the attacker must withdrawal.
Cases:
[4.1] Terrain effects on combat: Column shifts due to terrain are cumulative. For example, a defender may benefit doubly from an attacker crossing a certain hexside and entering a certain hex.
[4.2] Conflicts are always resolved on a specific column of the CRT. If column shifts would result in an attack that is off the CRT, the extra column shifts are ignored.
[4.3] Damage sustained in combat is applied to the demoralization and/or destruction of units. Damage is first allocated to demoralizing units. Any remaining damage is allocated to destroying demoralized units. Units may only sustain one demoralization result.
[4.4] Movement as a result of combat: An attacking unit must retreat to the hex from which it entered combat. Defending units must attempt to retreat one hex in the direction opposite the thrust of the attacker. If terrain forbids movement to this hex or if the hex is occupied by enemy forces, the defenders may attempt to retreat to either of the two hexes adjacent to both the combat hex and the optimal retreat hex. If retreat to these hexes is also impossible, the defending units are destroyed. All units of a force must retreat together. Movement allowances are ignored for purposes of retreat from combat.
In addition to the units with which they start the game, both players receive units during the reinforcement phase of specified game turns.
Procedure:
Reinforcements are automatically entered into the hexes specified in the reinforcement schedule during the reinforcement phase.
Cases:
[5.1] If a reinforcement cannot enter, it is lost. The hex a reinforcement is slated to enter must be in friendly control. The target hex does not need to be occupied, but may be, by friendly forces. A reinforcement has only one opportunity to enter the game.
[5.2] Reinforcements behave identically to units already on the map. Since the reinforcement phase occurs at the end of each turn, reinforcements may move with their full movement allowance on their next movement phase.