Otherwise units may not move at all, as in the NaB system. Speaking of stacking, it's two combat units per hex unless the corps leader is there, in which case the entire corps can stack together. In conjunction with the Road March rule, this does give a good feel for the amount of time it takes to position a corps from a road march formation to a concentrated, combat-ready position. A feature adapted from the NaB system is the repulse option, by which overwhelming moving force can move a defender out of the way without stopping for combat. The game uses hidden strength for both sides.
Units only reveal their strength at the start of the combat phase or during a repulse attempt.
National flag counters are provided to cover the strengths of units, although I question if it would not have been better to simply backprint the units with their flag and have a separate counter for the reduced strength side of units. Combat is very bloody in this system. In addition, their are special rules for the Old Guard. As in NaL, it's bad for morale if the Old Guard infantry retreat. Another interesting rule is that leaders do not retreat with combat units.