@JohnnyCat
Hi Cat
Here is an example of creating a Corps and moving to it's Box.
Fire up edit and select "Perform Move or Other Actions". This will allow you to move any units of any player that have movement. It will only work during Combat and NonCombatMove.
Also, all Boxes are connected to Germany to enter the board. In early game before G and SSR are at war, this prevents the Soviets from moving into their Boxes.
Screenshot from 2025-12-04 17-08-26.png
There are two ways around this. You can switch G and SSR to at war temporarily.
Screenshot from 2025-12-04 17-16-11.png
Screenshot from 2025-12-04 17-17-27.png
Screenshot from 2025-12-04 17-18-25.png
Now you can go back to "Perform Move ... " and move to the Box. We're moving Commisar, 2 Tanks and a Mech from UKR to 1st Corps.
Screenshot from 2025-12-04 17-21-57.png
Then we're going to move Commisar 3 from the "Overflow" Box to 1st Corps. He is the unit that activates the Corps and will give 1 Tank and himself a extra die roll. The 3 designates an Attack 3 Unit, in this case a Tank, to receive the extra die roll.
Screenshot from 2025-12-04 17-27-25.png
Lastly we move the 1st Corps Token to UKR.
Screenshot from 2025-12-04 17-28-33.png
Note
You can make multiple moves when in edit "Perform Move or Other Actions" without having to click on it everytime you make a move. It will stay on that function until you change it to something else, unlike "Add Units" which you must click every time.
Then return SSR and G back to Neutrality.
Screenshot from 2025-12-04 17-32-03.png
You can also simply add and delete the necessary units but you need to be precise as it won't catch a mistake. Sometimes, at end of Placement for example, you will have to use edit add and delete because the move function won't work.
Usually I just leave as is and form the Corps/Army during CM or NCM next turn.
When doing combat you move the Units from the Box back to the board, i usually put them where the Token is and then move from there so it's easier to see the correct movement range was used.
And move the Token back to the Box.
Be sure to use the Active Commisar 3 for combat. Leave the inactive Commisar in the Box.
Also, Importantly, you MUST move any defending units from their Box to the TTy being attacked before you move any attacking units into the TTy. Otherwise while the defending units will show up on the map, they will not take place in the battle.
Changing the Political Relationship is quite rare and usually you will just hit the edit move button and move them.
Important
If a Army/Corps take casualties that would make it inactive or disbanded, you Must take the Commisar as casualty first or he will keep giving his bonus when he shouldn't.
After battle you can switch the Commisar back in for one of the other units that were in the Corps, provided they survived of course π
Also, you don't have to use the tokens. You can simply leave the guys on the map. You would just move the Commisar for the Active one in that case.
It's usually pretty easy to remember what is in the Corps, unlike Army Groups which can get a little confusing. If I expect to engage in battle soon, I will just leave the Units on the board.
Usually I use them because I think it looks cool π