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.
| SITUATION | EFFECT |
|---|---|
| FIRING WHILE MOVING | Hit chance ×0.7 (−30%) |
| STANDING-STILL GUNS | Artillery, rocket launchers, mortars and vehicle ATGMs don’t fire while their stack moves |
| ROCKET LAUNCHERS | Also 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.
