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Federal Cavalry Column - Rappahannock River, VA, 1862 Naval/river units do not use initiative, (but any units being transported by water DO require initiative). Naval/river units can always move during every movement phase. Once ground units get initiative to move, you can send them in any direction. They do not have to stay within command range of any Leader, and can even leave the roster of a Headquarters and walk away, if you so wish.
Units must stop moving once they enter an enemy ZOC, with the sole exception that cavalry units can ignore ZOCs projected by purely infantry units. ZOCs do not extend across rivers, all-sea, or mountain hexsides, regardless of the presence of any roads, railroads, or ferry crossings. Units that begin their movement in an enemy ZOC can leave, but once they encounter an enemy ZOC again they musts stop. Units that begin their movement in an enemy ZOC can move directly into another enemy ZOC, but then must stop their movement for that phase. In most cases, unit(s) can never enter a hex occupied by an enemy units(s). The only instances where this is allowed are under the provisions of Seige, or if entering a hex occupied soley by an enemy Lone Leader.
Each strategic turn, each side gets an allotment of rail transport capacity (points) they can use for the 4 game turns in the month. Rail movement involves costs to both the rail capacity and to the unit(s) being moved. A unit expends 1 of its movement points to entrain, and 1 of it's movement points to detrain, and it costs a player 1 rail transport point for every factor of combat strength (or point of supply). So for example, to move an infantry division of strength 5, it would cost 5 rail transport points. Units by rail can move up to a potential 50 hexes by rail. But, to entrain, it costs 10 of those "hexes". To detrain, its another 10. So if a unit, in one turn, entrains - moves by rail - detrains, then it could move a maximum of 30 hexes by rail, since 20 of those were used up to entrain (10) and detrain (10). For example, with a combat unit of strength 8, with a movement allowance of 3, - it could entrain, move by rail up to 30 hexes, detrain, then expend it's last movement point to move away from where it detrained. It would cost 8 rail transport points. Important concepts for understanding rail movement: So the total combinations are: 1) The unit entrains, and moves up to 30 rail hexes, and detrains. 2) The unit entrains, and moves up to 40 rail hexes, remaining entrained at the end of the movement phase. 3) The unit was entrained from a previous movement phase, moves up to 40 rail hexes, and detrains. 4) The unit was entrained from a previous movement phase, moves up to 50 rail hexes, remaining entrained. Supply trains, siege trains, railway repair units and supply can move by rail. The cost to the rail transport capacity is the same as 1 combat strength factor (for supply, it costs 1 per supply point). Leaders and Headquarters can move by rail at no cost to the rail transport capacity, but entrain and detrain and move by rail following the same mechanism as combat units. Units may entrain and detrain in enemy ZOC. Entrained units do not project a ZOC. Entrained units cannot attack. If an entrain unit is attacked, it is detrained, and defends at half strength. Entrained units can leave an enemy ZOC, but must stop upon entering an enemy ZOC.
Naval units ('naval units', as used here, means both true naval units and river units) don't use Command to move. Players can always move their naval units each turn (subject to the rest of the rules). They have a movement of 40 or 50. Moving a naval unit at sea costs 1 movement point per hex entered. When moving along a river, you pay for each hexside - keep the arrow on the counter pointed towards the hexside it is on. Note that on some rivers there is a "head of navigation" printed. River units can not proceed past these heads of navigation (there are some exceptions, see the rules). Enemy ZOCs do not affect river units, they can travel along a river right past enemy units. However, they are stopped by forts. River transports cannot enter a hex occupied by enemy river, naval, or ironclad flotillas. River transports and flotillas can operate on river hexsides (both tidal and non-tidal) and coastal hexes. Naval transport and naval gunboat flotillas can only operate on tidal river hexsides, coastal hexes, and all-sea hexes. Naval units can cross Florida by starting in a all-sea hex along the southern edge of the Atlantic or the Gulf, then they expend all their movement allowance to get to the other edge all-sea hex. River units cannot get around Florida.
Each naval or river transport can carry up to 10 strength points of combat units or supply (supply trains [by themselves], siege trains, and railway repair units cost 1 strength point each). To embark and disembark, the units being transported pay an MP cost as indicated on the Embarkation/Disembarkation Cost Chart. Note that most units, as indicated on the chart, can embark and disembark in Ports, Clear, and Forest terrain. You treat Swamp hexes as Forest for purposes of this chart. All cities and towns on coastal hexes or navigable rivers are considered ports. Units may disembark directly into an enemy controlled, but not enemy occupied, port. Transport units cannot embark or disembark anything to/from a beseiged fort or fortress. Anything being transported by water needs a movement command to be transported. If a unit is going to stay embarked for more than one movement phase, then it only needs its initial command to embark - but its destination must be specified (the player can secretly write down the destination on a piece of paper). If it becomes necessary to change the destination in the next movement phase, then a new order must be issued. You can use an automatic order, or trust to luck and try to roll the commander's initiative rating. If you fail the attempt to change the destination, then you must continue to your original destination, and if the destination hex is now an illegal place to disembark or invade, then your units are considered "lost at sea", along with the transport. River transports can be used as temporary ferry crossings at the hexside they are at, for friendly troops. Units simply pay the ferry crossing cost. The river transport providing the ferry service cannot move the entire movement phase. There is no limit on the ground units that can cross this temporary ferry. Temporary ferries cannot exist in the presence of an enemy occupied fort or fortress.
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