Adjusting entry squares around enemy units
When a unit moves strategically, it is placed on the tactical map of
the strategic square it is entering. It can be placed anywhere in the
first four rows or columns of the tactical map it is entering. For
example, a unit entering from the west can enter anywhere in columns 0
through 3, and a unit entering from the south can enter anywhere in
rows 11 through 14. A unit entering from the southwest (that is, moving
northeast) can enter either in columns 0 through 3 south of row 7, or
in rows 11 through 14 west of column 7. The square in which it enters
is controlled with the "Entry Square" text box on the GITM order form.
However, a unit may not enter in a tactical square containing an enemy
unit, nor in a tactical square behind an enemy unit (that is, with the
enemy unit between its entry square and the map edge). If it attempts
to do so, its entry square will be adjusted to a legal square. This is
done as follows; if the square where it wishes to enter is not legal,
then it will attempt to enter one square closer to the map edge (if it
entered at least one row/column into the tactical map), then two
squares closer to the map edge (if it entered at least two rows/columns
in). If neither of those squares is legal either, then the unit will
adjust its entry square side to side until it finds a valid square.
Specifically (assuming a unit moving south and entering along the north
edge of the board: the rules are parallel for other entry directions):
If a unit requests an entry square in row 0, and the square is not
legal, then it looks for an available square anywhere in row 0, except
squares 0-0 and 14-0 as they are against the east and west edges of the
map.
If a unit requests an entry square in row 1, and the square is not
legal, then it looks for an available square in the same column in row
0. If that square is not legal either, then it looks for an available
square anywhere in row 0 except 0-0 and 14-0.
If a unit requests an entry square in row 2, and the square is not
legal, then it looks for an available square in the same column in row
1.If
that square is not legal either, then it looks for an available square
anywhere in row 1 except 0-1 and 14-1. It will not check for enemy
units in row 0 when considering possible entry squares in row 1.
If a unit requests an entry square in row 3, and the square is not
legal, then it looks for an available square in the same column in row
2. If that square is not legal either, then it looks for an available
square in the same column in row 1. If
that square is not legal either, then it looks for an available square
anywhere in row 1 except 0-1 and 14-1. It will not check for enemy
units in row 0 when considering possible entry squares in row 1.
In all of those four cases, if the unit cannot find an available square
in the row it searches, then it will enter in a randomly selected
square in that row that may contain either impassible terrain or an
enemy unit. If it was ordered to enter in row 2 or 3, and ends up
entering in row 1, then it may enter behind an enemy unit in row 0.
Combat will not occur if it enters in a square with an enemy unit.
An enemy unit is deemed to be "behind" an entering unit only if it is
in the same row or column where the entering unit is placed. If a unit
is entering a tactical square from the west, and is requesting 3-7 as
its entry square, then an enemy unit at 2-7 (or 1-7 or 0-7) will cause
3-7 to be an illegal entry square. However, an enemy unit in any row
other than 7 (for example, at 2-6 or 1-8 or 0-8) will not do so, and
the entering unit will be permitted to enter at 3-7.
After an entry square is adjusted for enemy units, it is adjusted to
maintain the correct side of a river or mountain range if that needs to
be done. Adjustments for correct side of a river or mountain do not
check for enemy units, so a unit could come in behind an enemy unit as
a result of this adjustment as well.