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Field Manual/Combat & Front Lines/Moving & Suppression

Moving & Suppression

Nobody is frozen — but moving costs accuracy, and hits slow you down.

COMBAT NEVER HALTS A UNIT

No unit is locked in place by a fight, and nothing cancels a move order because shooting started. Both sides keep their orders: a column can drive through a contact, trade fire on the way, and leave. The engagement simply ends once nobody is in range of anybody.

SITUATIONEFFECT
FIRING WHILE MOVINGHit chance ×0.7 (−30%)
STANDING-STILL GUNSArtillery, rocket launchers, mortars and vehicle ATGMs don’t fire while their stack moves
ROCKET LAUNCHERSAlso don’t reload while moving — the timer pauses until they stop
SUPPRESSED (TOOK A HIT)Ground stack moves at ×0.5 speed for 2 game-minutes; every new hit restarts the clock

SUPPRESSION

A ground stack that takes any hit — direct fire, artillery, missiles, naval guns — is suppressed for 2 game-minutes, and every further hit restarts that timer. A suppressed stack is never stopped; it just moves at half speed while it lasts. Being in range alone does nothing: only actually being hit suppresses. Ships and aircraft aren't suppressed.

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