User Guide
Only certain classes of units can embark in a plane: infantry, light anti-tank,
and light artillery. Units can only embark on a plane from a friendly airfield hex.
Units with organic transport cannot embark on air transport. If the unit is on
the airport hex at the beginning of the turn, the unit can embark and move in
the air transport during the same turn. Units, with the exception of airborne
units, can only disembark onto an airfield hex. If a unit disembarks on an unoc-
cupied, enemy controlled airport hex, that airfield is captured. When a unit
embarks onto an air transport, the unit icon is replaced by the air transport
icon, and uses the air transport’s statistics when defending against attack.
Most ground units can use sea transports; naval and air units, and fortifica-
tions cannot. Units can embark on naval transports only at friendly controlled
ports. Units with organic transport may use naval transport, but the unit is dis-
mounted when it disembarks, regardless of its state when it embarked
(mounted or dismounted). Units on sea transports can disembark on unoccu-
pied coastal hexes; they do not need to disembark in a port. Any valid unit
that disembarks into an unoccupied enemy port captures it. Remember that
only infantry, tank, anti-tank, and recon units can capture cities.
GAME CONCEPTS: Movement 48
Table Explanations
Each movement mode is prepared for different types of terrain. The first num-
ber refers to movement through that terrain during fair, overcast, or rainy
weather. The second number gives the movement cost for moving through that
terrain in snowy weather. An A denotes that entering a hex of that terrain type
uses all of the unit’s movement points for that turn. The unit may exit normally
the following turn. An I denotes that that type of terrain is impassible to that
movement mode.
Note: Towed units cannot move on their own, they must use transport, and when
moving, use the transport’s movement costs. The cost of movement for air units
is always one per hex, regardless of terrain or weather conditions.
Mounting and Dismounting Units
A unit which has been assigned organic transport can use that transport to
move greater distances during a turn. Organic transport is transport which is
permanently assigned to a unit and cannot be shared (i.e., trucks or half-
tracks). In campaign play, if you want to purchase transport for an existing
unit, or improve the unit’s transport, you must Upgrade the unit from the Field
Headquarters screen between battles.
A unit can only mount and dismount prior to moving; a unit that has moved
via transport must remain in the vehicle at the end of the move. A unit can-
not mount, move, and then dismount unless it is infantry under attack; this
advantage does not apply if the infantry is tactically surprised. A mounted unit
can perform the same actions as a dismounted unit: get replacements, upgrade,
disband, resupply, and so on. However, a mounted unit cannot attack.
Note: Mounted artillery and air defense do not provide support fire for friendly units.
Embarking and Disembarking Air and Naval Units
At the beginning of each scenario that uses air and/or naval transport, a num-
ber of transport points are given to each side. You cannot purchase them, and
if an air or naval transport is destroyed, it cannot be replaced. These numbers
represent the allocation of air and naval transports to your army. These trans-
ports are used to move units around the map and over the sea. When you move
the cursor over a friendly port or airfield, the transports currently available
appear in the Information bar at the top of the screen. When a unit embarks,
it uses one available transport. When a unit disembarks, it frees one transport.
Since there are a limited number of transport points, even if a unit can legiti-
mately embark, there might not be an air or naval transport available, in which
case the Embark - Disembark button is not available in the View Unit panel.
47 GAME CONCEPTS: Movement










