Generally, as a unit moves from one hex to another, it expends a movement point for each hex it enters. Certain hexes and hexsides cost extra movement points to enter or traverse, and some terrain may reduce or negate the cost for the terrain in a hex or hexside. See the Terrain Effect Chart (TEC) for specifics.
The movement points available to each unit vary by type:
Infantry/Dismounted Cavalry………………………………………..5
Artillery……………………………………………………………………………. 5
Mounted Cavalry…………………………………………………………… 8
Horse Artillery………………………………………………………………… 8
Commanders …………………………………………………………………. 8
- Units may move through friendly units at no cost in movement points and in excess of stacking limits.
- Artillery must be limbered to move. It may be unlimbered at the end of its movement.
- Cavalry may change its mode between mounted and dismounted during the movement phase. It may: – Mount or dismount, then move, or… – Move, the mount or dismount.
It may not both mount and dismount in the same movement phase. When it moves, it does so at the rate of its current mode.
