8. Zone of Control (ZOC)

A ground unit projects a Zone of Control (ZOC) into every hex adjacent to the hex it currently occupies.

Exceptions:

© Clarification

If the All-Sea hex contains a Beachhead marker, but the hexside is not the marker’s Beachhead Hexside, then there is no ZOC.

8.1 Enemy ZOC (EZOC)

A ZOC projected by an enemy unit is referred to as an Enemy Zone of Control (EZOC).

Clarification

Remember all non-phasing units are enemy units.

In some cases (as specified below and elsewhere), the presence of a friendly unit or Airdrop marker in a hex negates the effects of all EZOC projected in that hex.

Clarification

Logistics, Partisan Base, and Detachment markers do not negate EZOC.

If a friendly unit or Airdrop marker negates EZOC, it does so immediately and for as long as it is in the hex.

Example: In the Operational Movement Phase, a ground unit move into a hex with an EZOC and stops moving. This negates the EZOC for any other friendly unit moving into that hex (8.2).

8.2 EZOC Effects

Operational Movement Phase: If a unit does not start a Movement Phase in an EZOC, it must stop moving when it moves into a hex containing an EZOC. Exception: A unit does not have to stop if another friendly unit is in that EZOC hex, or the moving unit is conducting an Overrun against the unit projecting the EZOC.

If a unit starts a Movement Phase in an EZOC, it can move out of that hex. It is allowed to move directly into another EZOC hex, in which case it may have to stop per the above.

Mud: A unit cannot move out of an EZOC hex affected by Mud. No exceptions.

Storms, Snow: A unit must stop moving after it moves into or out of an EZOC hex affected by Storms or Snow. No exceptions.

Reserve Movement Phase: Units cannot move into or out of an EZOC hex. No exceptions.

Supply: A supply line cannot be traced into an EZOC hex, unless another friendly unit is in the hex.

Retreat: A unit cannot Retreat into a hex containing an EZOC, unless another friendly unit is in that hex.

Clarification

Remember to follow Retreat Priorities (4.2.5.1). You must retreat into a hex without an EZOC if possible.

Exploitation: A unit that is conducting Exploitation must stop if it enters an EZOC hex, unless another friendly unit is in that hex.

Example: The Russian 18th army in Cernauti (e3306) exerts a ZOC into all hexes labeled Z. It does not exert a ZOC into the hex labeled X because of the mountain hexside between e3306 and e3206. It exerts a ZOC into the hex labeled Y, but the German infantry unit there negates that EZOC for Operational Movement. That means the German infantry units in e3107 could move to hex e3307 and attack the 1Uk HQ without having to stop in hex e3207.