abstract
| - A unit cannot enter a square occupied by an enemy unit, and when directed to do so will attack instead, locking the two units in combat until one is destroyed. An attack usually costs the aggressor one movement point, but results in no actual motion — the surviving unit remains where it was when the combat started. Units with only one-third or two-thirds of a movement point remaining may also attack, but only with that fraction of their normal attack strength. Bombers spend all of their remaining points when they attack, which gives fighters a chance to intercept them. Some restrictions upon warfare are rather obvious — units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. There are also limits upon which units can attack which others. Land units can only attack other land units. Ships can attack not only other ships, but any land units adjacent to them (submarines are an exception and cannot attack land units). Bombers can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Only fighters and missiles can attack every kind of unit. Note that aircraft within cities and air bases are on the ground, and thus vulnerable to land attack. Ships in port are similarly vulnerable. Note also the special ability of marines to attack targets from aboard ship; other land units must disembark before engaging enemy units. There are two other actions related to combat. A unit ordered to sentry remains in place indefinitely and no longer asks for orders each turn. Sentry units can not only be reactivated manually (by selecting them), but activate automatically should an enemy unit come into view. Land units can additionally be ordered to fortify, which means they spend one movement point preparing to be attacked; once fortified they enjoy the same advantage as land units within an unwalled city. A unit whose movement points are exhausted cannot fortify — it must have one movement point left at the end of a turn to begin the next turn fortified.
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