---
title: Zones of Control
description: "Combat units have a Zone of Control (ZOC) consisting of the 6 hexes surrounding it and the hex it occupies.  When referring to a ZOC in these rules, the reference normally means an **enemy**ZOC. A unit that enters a ZOC…"
url: "https://www.yobowargames.com/docs/zones-of-control/"
updated: "2026-05-09"
category: Last Full Measure
---

# Zones of Control

Combat units have a Zone of Control (ZOC) consisting of the 6 hexes surrounding it and the hex it occupies.  When referring to a ZOC in these rules, the reference normally means an **enemy**ZOC.

A unit that enters a ZOC must stop moving and may move no further. (exception: cavalry charges)

A unit that starts its turn in a ZOC may leave it, but is disorganized and has a D marker placed on it.

A unit that starts its turn in a ZOC may move into another hex in a ZOC of the same or another unit, but must stop and may move no further.  It gets a D, and Cavalry or USSS that retreated before combat into another ZOC also get a D in this case.

A unit that has used the road movement rate during any part of its move may not enter a ZOC, including charging cavalry.
