Movement orders come in two broad forms, normal movement orders and strategic movement. A unit may move as much or as little as a player desires during a turn. Units that move little or not at all will recover cohesion faster than those that move their full allowance.

Operational Capacity Points Edit

Operational Capacity Points or OPC points are used to conduct all movement and combat orders in CAOS. They are used to both move and conduct combat orders, OPC points are analogous to movement points in most games.

Units move at the 15 OPC point (mechanized), 12 OPC point (cavalry/bicycle) or 9 OPC point (infantry) rate. Higher OPC point units move first so a mechanized unit will always move before infantry.

Move Order Edit

The Move order does exactly what its name suggests. It allows you to order units to move from point to point on the map. There are other ways to do this, for instance a commander could theoretically order all of their units to move around using attack orders but normal move orders are usually perfectly fine.

Move orders function like any other order, a unit is ordered to move to a particular location and during turn resolution the unit will move down the selected path to its destination. Move orders will plot their path based on the quickest path to target - ignoring the presence of enemy force. Thus a commander will often want to manually plot a unit's movement path hex by hex to the destination.

Forced Marching Edit


Black impulse numbers represent normal movement range. While yellow numbers denote forced marching.

Forced Marching allows units to move beyond their movement allowance at the expense of higher cohesion loss. Forced Marching is denoted on the movement overlay by yellow impulse numbers. Forced Marching should be avoided by low morale units (especially untrained and conscript units) but has little negative effect on high morale (veteran, crack and elite) units. Forced Marching is commonly used and often necessary but should be used wisely.

Automatic Overrun Edit

Units executing a move order (including units moving as part of any kind of attack order) that run into an enemy unit that they have 10 to one or better odds against will automatically attack even without a combat order and then continue their movement order. This prevents tiny units from blocking the movement of far larger formations.

Strategic Move Order Edit


Strategic Movement allows a unit to move much further but only along roads.

Strategic Movement is the fastest but also rarest movement order in CAOS. It allows units to move significant distances but only along roads. Units executing a Strategic Move order also suffer no cohesion loss from movement but suffers extra damage from aerial bombardment and aerial interdiction. Units executing strategic movement orders do not benefit from the automatic overrun rule against enemy force, if they encounter any kind of enemy unit they will stop.

Strategic movement is currently only available in the Operation Husky scenario and not all units are capable of performing the order.

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