Redeployment Phase

Continue to End Phase
 * 1) Tactical Redeployment (TR)
 * 2) * Ground units may move to the extent that their movement factor allows
 * 3) * Air units may stage up to double their movement factor
 * 4) * Air units that perform missions during the player turn and then TR remain inverted during next opposing player’s turn
 * 5) Strategic Redeployment of units attempting Naval Redeployment
 * 6) Naval Redeployment (NR) & sea escort of ground/air units
 * 7) * Naval units, transports, and ASWs may redeploy from a port, eligible island hex, or mapboard box
 * 8) * May move from an unsupplied port only to and through fully or partially supplied ports or mapboard boxes
 * 9) * Subject to range and geographical restrictions
 * 10) * Subject to Interception
 * 11) Resolve air and naval interactions
 * 12) Strategic Redeployment (SR)
 * 13) * Ground and air Units which SR must begin and end their SR in different friendly objectives, mapboard boxes, or railheads
 * 14) * Must trace a path from departure and destination hexes, with no limit on distance
 * 15) ** Air units must trace landing sites between objectives as if they were staging
 * 16) * Up to 2 ground units and 5 air factors may SR to and from each objective or railhead; mapboard boxes have no such limitations
 * 17) Tacritcal Redeployment of units which NR’d (including failed NR’s) or SR’d
 * 18) Elimination of overstacked units of breakthrough hexes