====Transfer==== The transfer always is handled 1 subformation type at a time. Transfer can be done on "own movement" or by using the transfer capacity points (land/navy/rail) of the sending or receiving HQ. If no HQ is involved in a transfer from one unit to another only "own movement" is possible. "Own movement" transfer is basicly identical to normal movement except for the fact that its impossible to travel through enemy controlled hexes or beyond the AP range of the subformation being transferred. Supplies can be transferred from HQs as well. But only to other HQs and naval units. Maximum range you can transfer to is based on movement type rulevar [[0]] for land capacity points, rulevar [[1]] for naval capacity points and rulevar [[2]] for rail capacity points. The maximum AP distance travelled over the map by specified landscape type is rulevar [[78]]. Rulevar [[509]] can be used to disable rail transfer. Rulevar [[519]] can be used to disable transfers all together. The weight of supply for cost calculations is stored in rulevar [[33]] ===Fuel needs=== Using capacity points can require fuel. If rulevar [[851]] is active it costs this rulevar [[852]]x the specified resource per 1000 CAP points used. If rulevar [[853]] is active it costs this rulevar [[854]]x the specified resource per 1000 CAP points used. If rulevar [[855]] is active it costs this rulevar [[856]]x the specified resource per 1000 CAP points used. ===Anti Supply Dammage=== Transfers are subject to anti-supply dammage if they are not done on "own power". This will cause losses to the transferred subformation but also to the subformations providing the transfer capacity points in the HQ that is facilitating the transfer. ===Aircraft Carrier limitation=== You cannot transfer more aircraft to a unit in a hex without airbase then its carrier points allow. ===Effects from transfer=== The entrenchment level of transferred troops is put back to the minimum. Supply consume, offensive mods, defensive mods, readiness, morale is averaged out if transferred already exists in target unit. Supply storage is taken along. But not excess supply of course. Readiness is modified by rulevar [[49]] if troops are transferred to a unit with the same HQ and modified by rulevar [[50]] if troops are transferred to a unit with another or no HQ. If staff is transferred it always loses some experience based on rulevar [[36]] OR if non-staff troops are transferred to a unit with a different HQ then the staff of that HQ loses some experience based on rulevar [[36]]. The event specified in rulevar [[843]] is called. AP and EP are kept if the transfer is in own hex. EP is lost if transferred outside own hex. AP is lost if not transferred on own power and partially lost if transferred on own power.