Movement
Automatic
870
MovJoin
This order allows a character to move to any hex that is 12 or less hexes distant from their original location, and join an existing army or navy belonging to the same nation at that location. If the army or navy commanded by the specified character is not at the character's destination hex, the character will simply move to the hex. Movement cannot be to or from a water hex. Any hostages held by the character will travel with them. If the character had previously been travelling with an army, navy or company, this order will cause them to leave. This order cannot result in the character moving a distance of more than 12 hexes from their location at turn start. If, then, the character has already moved with an army, navy or company that turn, and is issued order with a destination further than 12 hexes from where they started the turn, then the order will fail.
angul, 870, 1716, halla