The Soviet player has air assault divisions, units that had parachute and helicopter insertion capabilities. Air assault divisions may utilize “airborne” movement to fly over intervening hexes, indicated by the infinity symbol. To use airborne movement, an air assault unit must begin its movement in either of the following two positions:
1) On a Soviet air force base unit: in such cases, the unit may move up to nine hexes.
2) Within nine hexes of a Soviet air force base unit: in such cases, the unit may move to that Air Force base but nowhere else. In other words, an air assault unit can move from or to an Air Base up to nine hexes.
3) When using airborne movement, an air assault unit may move over any kind of terrain, paying no terrain costs. It may also move over enemy units and zones of control without penalty. It may not enter a hex of North Korea if North Korea is neutral. An air assault unit may end its movement in an enemy ZOC, but not on top of an enemy unit.
5) An air assault unit is in supply if it is within nine hexes of a Soviet air force base, regardless of intervening terrain, units and/or enemy ZOCs. An air assault unit may also trace supply normally overland. Air bases used as first or final hexes for air assault movement must be in supply.
6) Soviet air assault units are considered non-mechanized units in 1960s scenarios, and mechanized units in the 1970s and later.