With the old rules the entire counter mix could march across 150 miles of desert or 500 - 1000 miles of clear terrain and attack the defender before he could concentrate or run away. Since supply was only judged at the end of the turn, this huge army could leapfrog from supply island to island, regardless of being out of supply for most of the time it was marching. The turn is now broken down into 3 segments, each with its own movement and combat phase. Siege however still is resolved in monthly increments. In the third segment, only units force marching may move.
Combat takes place at the end of each segment.
Thus a unit could initiate three battles a turn. A unit may always move one hex each of the first two segments, regardless of how many movement points it has. Thus all units can move two rough hexes per month in winter. This is the percentage of stacking points, rounded up, that are eliminated. When a unit finishes moving it may apply unused movement points towards a hex, for the next turn.