Marches represent movement of Units with commitment and a willingness to battle (see Resolving Battles). Distance limits for Marches are 2 for Air Units, and 1 for Ground Units.

At least one Unit in the ordered space must follow the March order, if it is valid. Marches may ignore stacking limits.

Turn order has a strong effect on when, where and whether Marches lead to battles. Marches to spaces that are occupied by another faction at the time of execution always lead to battles unless both factions agree to coexist in the space peacefully. Marches to empty or friendly spaces do not immediately lead to a battle, even if another March by a hostile faction is directed to the same space – the battle occurs later, when the opposing March is processed. Units ordered to March, Move or otherwise Manoeuvre away from the site of the battle cannot avoid the battle on the basis that they intend to leave. An original March order away from the site remains valid after the battle if the Units are victorious, but routed Units must retreat and cannot subsequently March. All other orders at the battle site are converted to Hold orders as soon as the battle is declared.

Triggered Marches. If a battle is about to occur in a grid space, all unresolved March Orders explicitly directed at that space are “triggered” by the battle, and must be processed immediately, including orders given by factions who, because of turn order, have not yet reached the Marches stage of Mil Ops. (Units given an aerial March order passing over a battlefield are not invited to the battle in this manner, even though they may end up fighting in the same space later.) When the battle is imminent, each faction in turn order must designate how many Units (≥1) they are sending into the battle space for each March order; they cannot choose to send zero Units for any March Order. If the Units ordered to March to the battle space cannot reach it, because all paths to the space are obstructed, their March is not triggered, but will occur later, in turn order. If any path to the battle site is unobstructed, it must be used. Marches that have been triggered by one battle do not get triggered again by a later battle on the same space.

Aerial Marches have flight path flexibility (unless triggered, as described above). Immediately before attempting the flight, the ordering faction must announce one flight path. Any flight path may be announced if it remains geographically consistent with the original order, flying from the ordered space to the targeted space within the 2-space distance limit. It is permissible to ignore a friendly route and deliberately announce one that meets resistance in an intervening space, it is permissible to choose a path that meets no resistance, and it is permissible to announce a 2-space flight path even when a 1-space path is available. At least one Air Unit must then attempt the announced route. If the proposed path is obstructed (because it passes through a hostile space before reaching the final destination), the order must be modified during execution, stopping at the first hostile space encountered on the announced flight path. Flight-path flexibility does not extend to zero-space Marches (e.g. B3=>B3). A March to a Unit’s own space is always considered an attack on that space, not as a 2-space flight leaving the space and returning.

An empty Location Card may obstruct the announced route in which case the Card must be turned face up and the Air Units land on the corresponding map location. The holder of the Card may wait to see how many Units are flying before deciding to announce the obstruction. Units on a face-up Location Card must battle the Marching Units if either faction declares hostilities. Units on a face-down Location Card may be kept hidden, at the discretion of the owning player, even if the identity of the Card can be deduced.