In detail? Well here is the Optional Rule for it. That should help:
[250.0] Theater Reserves
Headquarters markers are the gateway for Ground units to enter into and leave from their abstract Theater Reserve.
[250.1] Getting In: Your Ground units capable of overland movement (i.e., non-Garrison) beginning their Special or Regular Movement Step stacked with a friendly supplied Strategic HQ marker are considered “in Reserve” and can conduct Reserve Redeployment that Phase.
[250.1.1] HQ Eligibility: Only supplied, functioning (124.2) Strategic HQ markers are conduits for Reserve Redeployment. Reminder: a Stressed Strategic HQ is, at that time, an Operational HQ and not eligible to conduct Reserve Movement (241.1).
That Strategic HQ marker’s mode matters (see 250.2.2 and 250.2.3, below).
[250.1.2] Ground Unit Eligibility: The friendly Ground in reserve:
Must be capable of overland movement (i.e., non-Garrison). It cannot be immobile (e.g., Isolated, 240.5.3; Interdicted, 323.1.5, or a Garrison unit).
It can be Out of Supply (240.5.2).
[250.2] Getting Out: Reserve Redeployment is a “free move” costing 0 Movement Points. Each eligible Ground unit (250.1.2) in Reserve, in effect, teleports from its eligible Strategic HQ marker (250.1.1) toanother friendly eligible Strategic HQ marker:
Within the Reserve Range (250.2.1, below) of the units’ origin HQ and…
To which the origin HQ can trace an RLoC (141.1.1) to the arrival HQ. You cannot redeploy Theater Reserves across Sea Zones.
An HQ can receive any number of redeploying units during either Movement Step.
After redeploying, that Ground unit moves as if it started that Movement Step stacked with the arrival HQ marker. Stacking does not apply at its redeployment destination until the end of that Movement Phase (as usual; see 212.3).
[250.2.1] Reserve Range:This is about the same as an “L” Range Air unit. The distance that you can redeploy eligible Ground units is:
A) Anywhere within its HQ’s Theater, which includes its Regions, or
B) Within an 18-hexes of the origin HQ if it crosses a Theater/Region Boundary.
[250.2.2] Special Movement Phase: During your Special Movement Phase, Reserve Redeployments can only be toyour eligible HQs in Attack mode (241.4.1). After arriving, they may be moved from that hex as usual (220.0, 221.0).
[250.2.3] Regular Movement Phase: During your Regular Movement Phase, make your Reserve Redeployments toan eligible HQ in Attack orBalanced mode (241.4). After arriving, they move with a 50% (#) Movement Point bonus.
Important: This applies even if an eligible unit in Reserve does not redeploy! Should it merely remain at its origin eligible HQ marker, it may move off from that hex with a 50% (#) Movement Point bonus during Regular Movement. These are fresh reserves no matter which HQ they move from during Regular Movement.
@elizabeth lundvall, here is the entire Reserve rule and the latest iteration of the TITE R&R card (front and back):
[250.0] Theater Reserves
Strategic Land HQ markers are the gateway for Ground units to enter into and leave their abstract Theater Reserve.
[250.1] Getting In: Your Ground units capable of overland movement (i.e., non-Garrison) beginning their Special or Regular Movement Step stacked with a friendly supplied Strategic HQ marker are considered “in Reserve” and can conduct Reserve Redeployment that Phase.
[250.1.1] HQ Eligibility: Only supplied, functioning (124.2) Strategic HQ markers are conduits for Reserve Redeployment. Reminder: A Stressed Strategic HQ is, at that time, an Operational HQ and not eligible to conduct Reserve Movement (241.1).
· That Strategic HQ marker’s mode matters (see 250.2.2 and 250.2.3, below).
[250.1.2] Ground Unit Eligibility: The friendly Ground in reserve:
· Must be capable of overland movement (i.e., non-Garrison). It cannot be immobile (e.g., Isolated, 240.5.3; Interdicted, 323.1.5, or a Garrison unit).
· It can be Out of Supply (240.5.2).
[250.2] Getting Out: Reserve Redeployment is a “free move” costing 0 Movement Points. Each eligible Ground unit (250.1.2) in Reserve, in effect, teleports from its eligible Strategic HQ marker (250.1.1) to another friendly eligible Strategic HQ marker:
· Within the Reserve Range (250.2.1, below) of the units’ origin HQ and…
· To which the origin HQ can trace an RLoC (141.1.1) to the arrival HQ. You cannot redeploy Theater Reserves across Sea Zones.
A Strategic Land HQ marker can receive any number of redeploying units during either Movement Step.
After redeploying, that Ground unit moves as if it started that Movement Step stacked with the arrival HQ marker. Stacking does not apply at its redeployment destination until the end of that Movement Phase (as usual; see 212.3).
[250.2.1] Reserve Range:This is about the same as an “L” Range Air unit. The
distance that you can redeploy eligible Ground units is:
A) Anywhere within its HQ’s Theater, which includes its Regions, or
B) Within an 18-hexes of the origin HQ if it crosses a Theater/Region Boundary to a different Theater.
[250.2.2] Special Movement Phase: During your Special Movement Phase, Reserve Redeployments can only be to your eligible HQs in Attack mode (241.4.1). After arriving, they may be moved from that hex as usual (220.0, 221.0).
[250.2.3] Regular Movement Phase: During your Regular Movement Phase, make your Reserve Redeployments to an eligible HQ in Attackor Balanced mode (241.4). After arriving, they move with a 50% (#) Movement Point bonus.
Important: This applies even if an eligible unit in Reserve does not redeploy! Should it merely remain at its origin eligible Strategic Land HQ marker, it may move off from that hex with a 50% (#) Movement Point bonus during Regular Movement. These are fresh reserves no matter which HQ they move from during Regular Movement.
Yes. It isn't always easy for the Axis to put those together. After all, they are prohibited in the Wilderness and, once the Russian Front opens up, that level of concentration is problematic, but yes. :D
In detail? Well here is the Optional Rule for it. That should help:
[250.0] Theater Reserves
Headquarters markers are the gateway for Ground units to enter into and leave from their abstract Theater Reserve.
[250.1] Getting In: Your Ground units capable of overland movement (i.e., non-Garrison) beginning their Special or Regular Movement Step stacked with a friendly supplied Strategic HQ marker are considered “in Reserve” and can conduct Reserve Redeployment that Phase.
[250.1.1] HQ Eligibility: Only supplied, functioning (124.2) Strategic HQ markers are conduits for Reserve Redeployment. Reminder: a Stressed Strategic HQ is, at that time, an Operational HQ and not eligible to conduct Reserve Movement (241.1).
That Strategic HQ marker’s mode matters (see 250.2.2 and 250.2.3, below).
[250.1.2] Ground Unit Eligibility: The friendly Ground in reserve:
Must be capable of overland movement (i.e., non-Garrison). It cannot be immobile (e.g., Isolated, 240.5.3; Interdicted, 323.1.5, or a Garrison unit).
It can be Out of Supply (240.5.2).
[250.2] Getting Out: Reserve Redeployment is a “free move” costing 0 Movement Points. Each eligible Ground unit (250.1.2) in Reserve, in effect, teleports from its eligible Strategic HQ marker (250.1.1) to another friendly eligible Strategic HQ marker:
Within the Reserve Range (250.2.1, below) of the units’ origin HQ and…
To which the origin HQ can trace an RLoC (141.1.1) to the arrival HQ. You cannot redeploy Theater Reserves across Sea Zones.
An HQ can receive any number of redeploying units during either Movement Step.
After redeploying, that Ground unit moves as if it started that Movement Step stacked with the arrival HQ marker. Stacking does not apply at its redeployment destination until the end of that Movement Phase (as usual; see 212.3).
[250.2.1] Reserve Range: This is about the same as an “L” Range Air unit. The distance that you can redeploy eligible Ground units is:
A) Anywhere within its HQ’s Theater, which includes its Regions, or
B) Within an 18-hexes of the origin HQ if it crosses a Theater/Region Boundary.
[250.2.2] Special Movement Phase: During your Special Movement Phase, Reserve Redeployments can only be to your eligible HQs in Attack mode (241.4.1). After arriving, they may be moved from that hex as usual (220.0, 221.0).
[250.2.3] Regular Movement Phase: During your Regular Movement Phase, make your Reserve Redeployments to an eligible HQ in Attack or Balanced mode (241.4). After arriving, they move with a 50% (#) Movement Point bonus.
Important: This applies even if an eligible unit in Reserve does not redeploy! Should it merely remain at its origin eligible HQ marker, it may move off from that hex with a 50% (#) Movement Point bonus during Regular Movement. These are fresh reserves no matter which HQ they move from during Regular Movement.
Yes. It isn't always easy for the Axis to put those together. After all, they are prohibited in the Wilderness and, once the Russian Front opens up, that level of concentration is problematic, but yes. :D