5. Reserve Movement Phase
Movement in this Phase follows the same rules as in the Operational Movement Phase, with the following important modifications:
- An unsupplied unit can move.
- A unit cannot move into or out of a hex containing an EZOC.
- An armor unit cannot conduct an overrun.
- Important: Any unit that moves along a Road or Rail hex in an active enemy Major or Minor Country must pay 1 MP per hex entered.
Clarification
Reserves must move cautiously through unsecured enemy territory. One-step units can continue to move at the ½ MP per hex rate through friendly Countries, Conquered Countries, and Dependents.
Design Note
The Reserve Movement Phase is the right time to think ahead to your next Organization Segment and move ground units you want to combine into the same location.