Move Order

Each Subformation Type has a movement type. This movement type has move costs for each landscape, each road type and each river type. These can differ per scenario of course.


Moving a subformation from one hex to a neighbouring hex is subject to the following rules:

* If not enough fuel available the movecost will be multiplied by X.

* If unit is HQ it cannot move into sea.

* You cannot move from one harbour into another harbour with naval subformations (to prevent canal building with ports)

* You cannot move into hex thats owned by regime thats at peace

* You cannot move into a hex that already has 16 units there

* A modifier can be applied based on the move type thats used (it can be set by an Exec through scripting)

* A modifier can be applied based on the MoveRedux stat of the subformation type

* If rulevar 100 is off then trying to do an air mission (recon,bomb,para,airstrike) in to a shrowded (but possibly seen before) hex is not allowed. If the rulevar 100 is on then you can only do air recon mission in never before seen shrowded hex, and all the other missions into a currently shrowded, but previously seen hex.

* non air movement is allowed to enter shrowd only if we have previously established that the hex is sea. So basicly ships can travel easily through seas even if shrowd is re-established on part of route.

* a road between two hexes overrules the landscape move cost for the movement type by the road movement cost for the movement type.

* if a rivertype is between the two hexes and no bridge is present then the move penalty for the movement type for the river type is added to the movement costs.

* Any AP Penalties are added to the move cost

* Any ZOC penalties are added to the move cost. See Recon and ZOC

* Navy can only move in to land hex if a location with port funtionality is present in the target hex

* If power points in unit is lower then rulevar 307 the unit cannot move into the hex.

* You cannot enter a hex where there are visible enemy units (not seen enemy units causes surprise combat)

* If succesfull combat has been done on hex and it has been conquered, participating units in that combat can get free entry into the hex = 0 AP.

* Air subformations that are moved or transferred get half movement cost (since they dont have to return to base)

* Any excess supply weight (in HQs) has to be carried or otherwise will travel using movement type specified in rulevar 41

* If air subformation is moving or transferring it must end its move in a hex with a location with airfield.

* If rulevar 814 is active the actual AP costs are set to 0.

* If attempting to make a paradrop its only possible if the landscapetype of the target hex supports paradrops.

* If rulevar 526 is active then you can share sea hexes with other regimes that you are not at war with. <not in AT Classic rules>


Some subformations are able to carry other subformations and thus will be able to make the unit move faster then its slowest ship, since the slowest ship is loaded onboard another ship for movement cost calculations.

However, no subformation can carry another subformation of which individual weight is larger then individual Carry Points. This rule is there to for example make it possible to prevent a tank to be carried by a truck. Also its not possible for other subformations to carry another subformation which total weight is larger the total carry points available by the carrying subformations.

Also, land theater subformations can carry no naval or air subformations, nor can air subformations carry other air subformations or naval subformations. And for naval subformations carrying air subformations, there is a limitation based on Aircraft Carrier Points.

Implications of Move

If a location is conquered its HQ and production are set to nothing.

An event can be executed if the hex had one specified.

Battle can be initiated if enemy units are present in the hex. This is standard on land hexes but can also be initiated on sea when rulevar 326 is active.

Readiness can be lost if the SFType has that setting.

Entrench is set to the minimum entrench the new hex gives.

If rulevar 843 has an event # specified it is now executed.

Implications of moving into dammaged locations

Air and naval units moving into a dammaged locations will suffer readiness losses equal to the dammage percentage the location has.

move.txt · Last modified: 2016/02/26 18:24 (external edit)
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