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 Stacking Limits). Units that move as a stack must start and end their moves together. Each unit, or stack of units, must conclude its move before another begins moving.
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.
Movement Rate
Infantry Movement Rates.
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 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.
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 Unit Facing).
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. Units using assault movement gain a +1 cover modifier, in addition to the cover modifier of the terrain they occupy.
Players may select assault movement from the Bottom Menu in the Battle Interface, prior to moving a unit or stack.
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 instance, a vehicle moves into the hex it is facing, and may turn one hexside for free, two hexsides at a cost of one Movement Point, and three hexsides at a cost of two Movement Points.
Players may turn their vehicle via the Turn Left and Turn Right buttons in the Bottom Menu of the Battle Interface.
Vehicle Reverse Movement
When a player moves a vehicle, it turns to keep the front of the vehicle towards the selected hex and then moves into that hex. Players may want to keep the front of the vehicle facing a particular direction because of a threat from an enemy unit. To do this, the player may elect to move their vehicle in reverse. In reverse, the vehicle will turn to keep the rear of the vehicle towards the selected hex and then reverse into that hex. Reverse costs for movement are triple the standard movement costs.
Players may reverse their vehicle via the Reverse button in the Bottom Menu of the Battle Interface. The Reverse button is a toggle. Players may enable and disable reverse movement multiple times in a unit’s move phase, only limited by the movement points of the vehicle.
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.
Friendly Hexes.
Units may move through hexes containing friendly units, fortifications, and emplacements. If the players end the movement of a unit or stack such that the stacking limits are violated, units will be eliminated until the stacking limits are satisfied. Lowest value units will be eliminated first.
Enemy Hexes.
Units may not enter hexes occupied by enemy units unless they are conducting a Close Assault (see Close Assaults).
Stacking Limits.
A player may stack multiple friendly units in the same hex, following these limitations:
★★ Two AFVs, vehicles, or Guns
★★ Four infantry units (of any type)
★★One AFV, vehicle, or Gun and two infantry units.
In the case of a transport carrying passengers, only the transport is counted towards the stacking limits.



