Movement Phase

Continue to Combat Phase
 * 1) Placement of Air Base Counters
 * 2) * Italy, Japan, Britain, France, and China may place 1 airbase per turn
 * 3) * Germany and US may place 2 airbases per turn
 * 4) * Russia may place one each turn from 1939-1942, and may place 2 from 1943 onward
 * 5) * Must be placed in faction territory in full supply
 * 6) * No more than 1 airbase in each Pacific island group; none allowed in Aleutian islands
 * 7) * If a country has no more air base counters available, it may eliminate one air base counter to construct it at another location
 * 8) Staging of air units
 * 9) * Air units may change bases up to twice their movement factor
 * 10) Execute counter-air missions
 * 11) Resolve air attacks on patrolling submarines
 * 12) Announce naval base changes, patrols, and movement of naval units to/from SW boxes
 * 13) Initial Supply Determination
 * 14) * Sea supply
 * 15) ** Trace sea supply lines from:
 * 16) *** A mapboard box, or
 * 17) *** A port which is a supply source, or
 * 18) *** A port in a supply zone, or that receives limited or unlimited supply from a supply zone or another port
 * 19) *** Ports must not be in enemy ZoC
 * 20) ** Sea supply is traced to:
 * 21) *** A port that is not itself a port of origin for supply
 * 22) *** A bridgehead placed as a result of a naval invasion
 * 23) *** A one-hex island
 * 24) *** The beach hexes of New Ireland, Palawan, and Halmahera
 * 25) ** Supply lines passing through mapboard boxes:
 * 26) *** Supply lines may not pass through mapboard boxes unless they are transporting Oil counters
 * 27) *** Atlantic US supply must pass through the Atlantic SW to the Western Front and requires 1 transport per destination hex
 * 28) *** Pacific US supply must pass through the Pacific SW to the Pacific or Asian Fronts, requires 1 transport per destination hex, and must terminate at or pass through Dutch Harbor, the Hawaiian Islands,or the Society Islands
 * 29) *** South African supply must pass through the Indian Ocean SW to Suez, Basra, or Abadan, takes 1 transport per destination hex, and may not extend beyond the Mediterranean Front
 * 30) *** India box supply must must pass through the Indian Ocean SW to hex CC2 to the Pacific mapboard and requires 1 transport per destination hex, and may not extend to Australia or the Pacific Front
 * 31) *** Australia box supply must pass through the Pacific SW to Townsville, or Noumea and requires 1 transport per destination hex
 * 32) *** Assign transports of Axis destroyers to carry oil; BRP grants
 * 33) **** Uses same rules for determining sea supply, but may be transported through mapboard boxes
 * 34) **** Russia may not ship oil by sea
 * 35) **** One transport or 3 Axis Destroyer factors are required per transported Oil counter
 * 36) *** Resolve air/navy interactions
 * 37) *** Augment oil reserves from shipments by sea
 * 38) *** Use oil counters to offset oil effects
 * 39) *** Air supply
 * 40) *** Determine Supply Status of units
 * 41) Air and sea transport
 * 42) * Stacking limits for bases of embarkation and debarkation ignored
 * 43) * Ground units in partial supply or subject to army oil effect may not be sea transported
 * 44) * Movement of ground and air units to base of embarkation
 * 45) ** Sea transport:
 * 46) *** Select target and destination port, one-hex island, or mapboard box
 * 47) **** Palawan, New Ireland, and Halmahera island beach hexes included
 * 48) **** Available routes through Mapboard Boxes:
 * 49) ***** Atlantic US box<>Atlantic SW<>Western Front port
 * 50) ***** Pacific US box<>Pacific SW<>Dutch Harbor, Hawiian Islands, or Society Islands
 * 51) ***** India or Austrialia box<>Pacific mapboard
 * 52) ***** India, Australia, or South Africa box<>Indian Ocean SW<>Suez, Basra, or Abadan
 * 53) *** 1 Destroyer factor within range required per ground or air factor
 * 54) **** 2 Destroyer factors per ground or air factor to/from US, South Africa, India, or Australia boxes
 * 55) **** Transport to/from a mapboard box required 1 Transport unit in the route’s SW box per 5 air/ground factors
 * 56) **** Transport range is 40 (Europe) or 20 (Pacific) hexes
 * 57) ** Air transport:
 * 58) *** A single, supplied one-factor infantry or Specialized units may be transported by an uninverted Air Transport eight (Europe) or six (Pacific) hexes
 * 59) *** Must begin and end at a city or operational airbase
 * 60) *** Air transport may return to either city/airbase
 * 61) * Resolution of air/sea transports, including interception
 * 62) ** Embarkation costs 2 movement points (Europe) or 1 movement point (Pacific) if in enemy ZoC
 * 63) ** Debarkation costs 1 movement point (+1 for rough terrain)
 * 64) Ground unit movement and execution of Overruns
 * 65) * Includes transported ground & air units with remaining movement factors
 * 66) * When units are permitted to enter a neutral minor country, no more than 10 unit factors may be in that minor country or trace supply through it at the end of the movement, combat or redeployment phase
 * 67) ** This limit if 5 unit factors for Axis units in Finland
 * 68) * Overruns:
 * 69) ** Move 1 Armor unit and up to 1 Armor or Mechanized unit through same hexside to an enemy hex at 6:1 odds or better, after Defensive Multiplier
 * 70) *** +1 movement point required per unit performing an Overrun
 * 71) *** Any units performing Overrun require functioning mechanized component
 * 72) *** One unit performing Overrun must not have performed sea transport this turn
 * 73) *** Must pay BRPs towards an offensive operation (see Combat Phase)
 * 74) ** Offensive ground support assigned
 * 75) *** Sea transported air units must support Overrun from hex of debarkation
 * 76) ** Defensive ground support assigned
 * 77) ** Interception of Defensive gorund support assigned
 * 78) ** Resolve air missions, invert participating air units
 * 79) ** Check final Combat Factor odds:
 * 80) *** If the odds are 6:1 or better, the Overrun is successful; the defending land units are eliminated, and any land or naval units based in the Overrun hex must rebase or be destroyed
 * 81) *** If the odds are worse than 6:1, the Overrun is failed; return the attackers to original hex; the ground and air units that attempted the Overrun must participate in a battle vs. that hex in the combat phase; only one Overrun may be attempted per target hex per turn
 * 82) Eliminate overstacked units