Sprite 15 (Copy 1).gif (2400 bytes)
Battles of Waterloo title logo Copyright 1994 GMT Games

Home Up

Types of Movement
Command Capabilities Formation Effects Enter/Exit Formations Movement & Command Types of Movement

 

Types of Movement

 

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

 

 

Copyright Information

Send e-mail to jsetear@law.virginia.edu with questions or comments about this web site.
Copyright © 1999 John Setear's Gaming Pages
Last modified: May 24, 1999