Solved an issue with the movement generation algorithm, wasn't including
the last space it was able to traverse (remaning > 0), changed to
(remaining >= 0), works perfectly now. have identified a small issue
with units being unable to attack enemies because friendlies are in the
endspot, this has been set to 'do nothing' as a response, awaiting
higher tactics.

and now... the computers fight to the death!

(unfortunately, red seems to be shafted quite frequently due to
dangerous movement (i.e. in range first) and poor air defense. I'll try
to even it out and see what happens =] )