This is Phase three.
Phase 3: Combat Move
Land Movement
All units may move according to their movement restrictions and all land units with any unused movement points left over may allocate it to move to any other territory, even to reinforce or leave territories they had just attacked.
Air Movement
All fighters do not have to be launched before movement of aircraft carrier. They can move their full movement as long as the final movement is on a Carrier or Land territory. Players may not land on each others Carriers. Air units are not subject Anti-Air when overflying hostile territories. This only occurs when they attack a territory that contains an AA gun.
Airborne Drop
Bomber may act as transport for one airborne infantry to a hostile territory. Both units must start in the same territory. The airborne infantry may not retreat from this combat. If optional unit transport plane is taken only it may act as transport for airborne infantry. Unit offloaded before “Conduct Combat”. The bomber must drop off the airborne troops in the first enemy territory encountered.
Naval Movement
Naval units may go through and ignore sea zones consisting of only hostile submarines or transports. But if you move your unescorted transports into or thru sea zones occupied by enemy submarines, each defending submarine rolls its combat value. Each successful roll sinks one transport. Remaining transports may continue their operations.
Naval units
Naval units may remain in hostile sea zone without entering combat. This situation arises from newly built naval units, naval combat retreat via break-off, or withdrawal via submerge.
Submarine Movement
Submarines may go through hostile sea zones except zones containing an ASW unit. Each defending ASW unit rolls a die at ASW search value. Each successful roll forces one submarine to enter combat. Unforced submarines may choose to enter combat as well in that sea zone or continue their original movement. These rules are explained in detail latter.
Strait Interdiction
You may fire at hostile non-submarine naval units moving between the sea zones if you hold the respective territories. Roll 1 die against each unit destroying it on its hit value. Movement between the sea zones must be done in “Combat Move” if enemy controls the respective territories.
Territories Sea Zones Hit Value
Gibraltar 12/13 2
United Kingdom 6/7 1
Western Europe 6/7 1
Turkey 15/16 2
Terrain
All land units must stop on entering desert, snowy, or mountainous terrains. Tank (and optional unit mechanised infantry) may not blitz through them. All defending land units in a snowy or mountainous terrain have their defence increased by 1. Small Island territories such as Gibraltar and small Pacific Islands cannot be occupied by more than 2 units or cannot be attacked by more than 2 units.
Stalin Xenophobia
NO mixing of any units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations.
Rome-Berlin-Tokyo Axis Co-operation
Before Allies capture the Axis capitals Berlin or Tokyo, Japanese units may not be in the same territory or sea zone as German or Italian units.
Soviet winter
Once per game the Soviets can declare a severe winter just prior to the German player rolling for attacks and it effects the game as follows: All Soviet land units defend at +1 for the first round of combat, and all German units rolling a 5 or 6 must withdraw from further combat that turn.
Partisans
If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.
Soviet Factories
The Soviet player can move 1 factory per turn to any other originally controlled territory.