Skip to content

6. Movement

6.1 General

Units are moved one hex at a time, expending Movement Points as they enter each hex until the player wishes to stop, or the unit has exhausted its Movement Points. Units may be moved individually, or they may be moved together, up to their normal stacking limits (see 6.9 Stacking Limits). Units that move as a stack must start and end their moves together. If units of different types are moved together the player must pay careful attention to terrain cost, terrain restrictions, and Movement Points expended by all units. Each unit, or stack of units, must conclude its move before another begins moving.

6.2 Terrain Effects on Movement

Some hexes, according to the terrain in the hex, will adjust the number of Movement Points a unit must expend to enter the hex. A unit crossing a hexside terrain feature (such as a wall or hedge) must pay the movement cost of the hexside feature in addition to the terrain cost to enter the hex.

6.3 Movement Rate

Movement rates vary, depending on the unit.

6.31 Infantry Movement Rates

Type Movement points
Leader 6
Squad 4 (with a leader: 6)
Half squad 4 (with a leader: 6)

Leaders have six (6) Movement Points. Squads and half squads have four (4) Movement Points. A squad or half squad that conducts its full move with a leader increases its Movement Points to six (6). If the leader is pinned or eliminated during movement (see 13.8 Opportunity Fire), any unit moving with the leader loses the leadership movement bonus. If the unit(s) moving with the leader have moved beyond their normal movement allowance they must stop in their current hex; otherwise, they may continue moving, using their normal movement allowance.

6.32 Vehicle, AFV, and Gun Movement Rates

Vehicle and AFV movement rates vary, and are indicated on the unit's counter. Guns with one Movement Point may be moved one hex per turn, regardless of terrain, as long as the Gun is not prohibited from entering the hex. When a Gun is moved it may change its facing to any hexside as part of its move (see 7 Unit Facing).

6.4 Infantry Assault Movement

Infantry units may use a special form of assault movement. Infantry units using assault movement halve their Movement Points. The reduction in Movement Points is applied before the unit moves, or before any other reductions are applied to the unit's Movement Points. When an infantry unit uses assault movement it is marked with an Assault Move marker and gains a +1 cover modifier, in addition to the cover modifier of the terrain it occupies. The Assault Move marker is removed after the unit concludes its move, and the unit is marked with a Move marker.

6.5 Vehicles and Turning

When a vehicle moves it may make one turn, up to three hexsides, per hex it enters. The first hexside change is free, and each hexside change after that costs one Movement Point. For example, a vehicle that moves into the hex it is facing may turn one hexside for free, two hexsides at a cost of one Movement Point, or three hexsides at a cost of two Movement Points.

6.6 Minimum Move

A unit may always move one hex, regardless of terrain cost, as long as the unit is capable of moving and is not prohibited from entering the hex.

6.7 Friendly Hexes

Units may move through hexes containing friendly units, fortifications, and emplacements, but may not end their move in the hex if their presence would exceed the stacking limit.

6.8 Enemy Hexes

Units may not enter hexes occupied by enemy units unless they are conducting a Close Assault (see 15. Close Assaults) or Armor Overrun (see 19. Armor Overruns).

6.9 Stacking Limits

Stacking limits
4 infantry units (any type)
2 AFVs, vehicles or Guns
1 AFV/vehicle/Gun + 2 infantry units

A player may stack multiple, friendly units in the same hex, following these limitations: (1) two AFVs, vehicles or Guns, (2) four infantry units (of any type), or (3) one AFV, vehicle or Gun and two infantry units. An infantry unit or Gun sharing the same hex with an AFV or vehicle is placed under the AFV or vehicle's counter. An infantry unit or Gun being transported is placed on top of the transport unit's counter. Only the transport vehicle counts against the stacking limit.

6.10 Entering and Exiting the Map

When a unit enters play, the map edge hex (or half hex) on which it enters counts as the first hex of movement. When a unit exits the map it is out of play and may not return to the game.