Type of Movement |
Movement Allowance |
Impact of Enemy Units |
Other Restrictions |
Unrestricted Strategic |
2x Printed Allowance |
May not move within 3 hexes of enemy combat unit unless enemy cannot trace
LOS to moving unit
May not move adjacent to enemy unit |
May not enter hex costing 3 or more MPs to enter
No stacking at any time |
Restricted Strategic |
2x Printed Allowance |
May not move within 3 hexes of enemy combat unit unless enemy cannot trace
LOS to moving unit
May not move adjacent to enemy unit |
Must stay on roads or paths
No stacking at any time |
Tactical |
Printed Allowance |
May not move into enemy ZOC |
|
"Restricted Tactical" |
Printed Allowance |
May not move into enemy ZOC |
Must stay on roads or paths |
Reduced |
Greater of Half of Printed Allowance (rounded up) or One Hex |
May move into enemy ZOC
If cavalry, may leave enemy ZOC |
May not use roads, paths, bridges, or fords |
"Restricted Reduced" |
Greater of Half of Printed Allowance (rounded up) or One Hex |
May not move adjacent to enemy unit |
May not use roads, paths, bridges, or fords |
Screening |
One Hex |
Artillery units may leave enemy ZOC |
Must start in same hex as friendly infantry unit |
Withdrawal |
One Hex |
Infantry or cavalry units may leave enemy ZOC |
May not use roads, paths, bridges, or fords |
Rapid Advance |
Reduces movement costs of woods for infantry or cavalry, and of village or
chateaux for cavalry |
None |
Must roll die to see if disorder results |