This series of segments is repeated until all ships have used up all their movement points. During each cycle one movement point is spent and only those ships which have movement points left may move. Thus faster ships have more movement points and can manoeuvre around stationary ships during the later cycles. The first segment in each cycle is for movement. Those ships which have movement points may move one hex or change facing by one hexside.
Good crews get free turns to simulate their superior manoeuvering capabilities.
Ships may also remain stationary though they still have movement points but in this case they must still use up one point. So it is not possible to save movement points for later use. There are special rules for leeway, drifting of immobilized ships, anchoring and grounding in shallow water and ships getting into irons i.e. lose all speed during a tack. A ship in irons is unable to move and may suffer damage to its rigging. Again crew skill is important.