– immobile single-factor infantry units – used to garrison remote areas or to remove to fill attrition losses, apart from the USSR which has many cheap single-factor infantry armies) or hexes – the attacker may not choose a capital, red objective city or bridgehead. The defender may eliminate units from a hex to prevent it being chosen for attrition occupation. There are three fronts (East, West and Mediterranean) on the map; in a multi-player game, attrition may only be selected if all players of one side choose that option for that front – if one player wants to take an offensive, his allies must do the same or else pass (neither movement into enemy-controlled hexes nor combat allowed). Logistics Each country has a prescribed "forcepool", which lists "allowable builds" as well as forces initially on the map (around a quarter of Germany's forces start the game on the map – for other countries the proportion is much higher). Units built each turn appear at once in the home country (except a rebuilt 9-factor fleet – see below). Infantry costs 1 BRP per factor, armor 2 BRPs per factor, and air, naval and paratroop units 3 BRPs per factor (e.g. 15 BRPs for a whole air unit). In Winter 1941 and the early turns of 1942 the USSR may – for a stiffening in her victory conditions – build some units for free (the "Siberian Transfer", only half of which may be armor) representing transfer of troops from the Manchurian garrison after Japan goes to war with the USA. Most countries add a few new units to their force pool in 1942. The USSR's forces are initially feeble, but she adds more powerful infantry and armor units in 1942. Germany adds some new armor and infantry units in 1943 and 1944. After construction each country may strategically redeploy a certain number of units. SR is not permitted adjacent to enemy units, so a 3-hex corridor is needed. SR from Britain into the Mediterranean requires either two fleets (via Gibraltar – one of the fleets must be based there) or else 2 SRs and a one-turn delay (via the Cape of Good Hope). The USA also has an Initial Deployment Limit, which restricts how many units may be moved by SR each turn from the USA (shown as a box in the top-left of the map) to its main base in Europe