Movement Phase

1. Placement of Air Base Counters
	* Italy, Japan, Britain, France, and China may place 1 airbase per turn
	* Germany and US may place 2 airbases per turn
	* Russia may place one each turn from 1939-1942, and may place 2 from 1943 onward
	* Must be placed in faction territory in full supply
	* No more than 1 airbase in each Pacific island group; none allowed in Aleutian islands
	* If a country has no more air base counters available, it may eliminate one air base counter to construct it at another location
2. Staging of air units
	* Air units may change bases up to twice their movement factor
3. Execute **counter-air missions**
4. Resolve air attacks on patrolling submarines
5. Announce naval base changes, patrols, and movement of naval units to/from SW boxes
6. Initial Supply Determination
	* Sea supply
		+ Trace sea supply lines from:
			- A mapboard box, or
			- A port which is a supply source, or
			- A port in a supply zone, or that receives limited or unlimited supply from a supply zone or another port
			- Ports must not be in enemy ZoC
		+ Sea supply is traced to:
			- A port that is not itself a port of origin for supply
			- A bridgehead placed as a result of a naval invasion
			- A one-hex island
			- The beach hexes of New Ireland, Palawan, and Halmahera
		+ Supply lines passing through mapboard boxes:
			- Supply lines may not pass through mapboard boxes unless they are transporting Oil counters
			- Atlantic US supply must pass through the Atlantic SW to the Western Front and requires 1 transport per destination hex
			- Pacific US supply must pass through the Pacific SW to the Pacific or Asian Fronts, requires 1 transport per destination hex, and must terminate at or pass through Dutch Harbor, the Hawaiian Islands,or the Society Islands
			- South African supply must pass through the Indian Ocean SW to Suez, Basra, or Abadan, takes 1 transport per destination hex, and may not extend beyond the Mediterranean Front
			- India box supply must must pass through the Indian Ocean SW to hex CC2 to the Pacific mapboard and requires 1 transport per destination hex, and may not extend to Australia or the Pacific Front
			- Australia box supply must pass through the Pacific SW to Townsville, or Noumea and requires 1 transport per destination hex
			- Assign transports of Axis destroyers to carry oil; BRP grants
				* Uses same rules for determining sea supply, but may be transported through mapboard boxes
				* Russia may not ship oil by sea
				* One transport or 3 Axis Destroyer factors are required per transported Oil counter
			- Resolve air/navy interactions
			- Augment oil reserves from shipments by sea
			- Use oil counters to offset oil effects
			- Air supply
			- Determine Supply Status of units
7. Air and sea transport
	* Stacking limits for bases of embarkation and debarkation ignored
	* Ground units in partial supply or subject to army oil effect may not be sea transported
	* Movement of ground and air units to base of embarkation
		+ Sea transport:
			- Select target and destination port, one-hex island, or mapboard box
				* Palawan, New Ireland, and Halmahera island beach hexes included
				* Available routes through Mapboard Boxes:
					+ Atlantic US box<>Atlantic SW<>Western Front port
					+ Pacific US box<>Pacific SW<>Dutch Harbor, Hawiian Islands, or Society Islands
					+ India or Austrialia box<>Pacific mapboard
					+ India, Australia, or South Africa box<>Indian Ocean SW<>Suez, Basra, or Abadan
			- 1 Destroyer factor within range required per ground or air factor
				* 2 Destroyer factors per ground or air factor to/from US, South Africa, India, or Australia boxes
				* Transport to/from a mapboard box required 1 Transport unit in the route’s SW box per 5 air/ground factors
				* Transport range is 40 (Europe) or 20 (Pacific) hexes
		+ Air transport:
			- A single, supplied one-factor infantry or Specialized units may be transported by an uninverted Air Transport eight (Europe) or six (Pacific) hexes
			- Must begin and end at a city or operational airbase
			- Air transport may return to either city/airbase
	* Resolution of air/sea transports, **including interception**
		+ Embarkation costs 2 movement points (Europe) or 1 movement point (Pacific) if in enemy ZoC
		+ Debarkation costs 1 movement point (+1 for rough terrain)
8. Ground unit movement and execution of Overruns
	* Includes transported ground & air units with remaining movement factors
	* When units are permitted to enter a neutral minor country, no more than 10 unit factors may be in that minor country or trace supply through it at the end of the movement, combat or redeployment phase
		+ This limit if 5 unit factors for Axis units in Finland
	* Overruns:
		+ Move 1 Armor unit and up to 1 Armor or Mechanized unit through same hexside to an enemy hex at 6:1 odds or better, after Defensive Multiplier
			- +1 movement point required per unit performing an Overrun
			- Any units performing Overrun require functioning mechanized component
			- One unit performing Overrun must not have performed sea transport this turn
			- Must pay BRPs towards an offensive operation (see Combat Phase)
		+ Offensive ground support assigned
			- Sea transported air units must support Overrun from hex of debarkation
		+ Defensive ground support assigned
		+ Interception of Defensive gorund support assigned
		+ Resolve air missions, invert participating air units
		+ Check final Combat Factor odds:
			- If the odds are 6:1 or better, the Overrun is successful; the defending land units are eliminated, and any land or naval units based in the Overrun hex must rebase or be destroyed
			- If the odds are worse than 6:1, the Overrun is failed; return the attackers to original hex; the ground and air units that attempted the Overrun must participate in a battle vs. that hex in the combat phase; only one Overrun may be attempted per target hex per turn
9. Eliminate overstacked units

Continue to Combat Phase