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8

MOVEMENT

 
  On this page
8.1 Transport
8.2 Built-up areas and visibility conditions
8.3 Towing and recovery
8.4 Mounting and dismounting
8.5 Vehicle capacities
8.6 Weapon set-up times
8.7 Amphibious vehicles
8.8 Infantry and cavalry movement
8.9 Ramming and overrunning


 
8.1 Transport  
8.1.1
The basic movement speeds for armoured vehicles and prime movers are given in the vehicle data charts, while those for soft-skinned, other vehicles, men and animals are given below.
 
Vehicle/Animal
Cross country
Road
Truck type
Cross country
Road
Infantry
Cavalry, horse artillery
5/8
10/20
7/10
12/25
Up to 30cwt
18/24
70
Horses
Pack animals, horse tows
Bicycles
8
6
8/10
10
8
10/15
Up to 3tonnes
Up to 5 tonnes
15/20
12/16
60
50
Motor cycle
Jeep, field car
25/35
24/32
80
80
Over 5 tonnes
8/12
50
8.1.2
All speeds are quoted in centimetres. Where two cross-country speeds are given, the first refers to two-wheel-drive (2wd) vehicles, the second to 4wd. For infantry, cyclists and cavalry the second figure is for fast movement and cannot be used for horse-towed vehicles or equipment. See also 8.3 Towing, and 8.8 Infantry movement, below.
Tracked vehicles can only get up to half speed for the terrain they are in when going from a standing start. Wheeled vehicles and cavalry may move up to ¾ speed from stationary. Others are not affected and may increase speed freely.
8.1.3
Movement deductions for vehicles. The basic movement rates may be modified by the terrain as shown below. Obstacle deductions are cumulative.
 
Terrain
Tracked AFV
Other AFV
Other 4wd *
2wd vehicles
Poor going
Heavy going
90%
25%
75%
25%
75%
25%
50%
-
Poor visibility or night
Severe visibility or dark night
-------------------------75%-------------------------
-------------------------50%-------------------------
Road
Steppe, hard sand, track
--------------------Road Speed--------------------
----------------90% of road speed----------------
Obstacles
Hard linear obstacle
Soft linear obstacle
-20%
-10%
-75%
-20%
-
-50%
-
-
Bocage
90° turn
-75%
-20%
-
-10%
-
-10%
-
-10%
 
*Includes 2wd motorcycle combinations
8.1.4
Movement definitions
 
Terrain
Infantry
Cavalry
Vehicles
Broken, ploughed, mud, ice, packed snow*, scrub, high crops
Poor
Poor
Poor
Open wood, orchard, marsh
Normal
Normal
Poor
Dense wood, soft sand, dunes, shingle
Poor
Poor
Heavy
Very dense wood, bog, swamp
Heavy
Heavy
Impassable
Deep mud, soft snow*
Heavy
Heavy
Heavy
Contouring a steep hill
Normal
Poor
Poor
Up a steep hill, contouring a very steep hill
Poor
Heavy
Heavy
Up a very steep hill
Heavy
Dismount
Heavy
Open BUA
Normal
Poor
Heavy
Dense BUA
Poor
Heavy
Impassable
 
* See 8.2.6 for ski troops and wide-tracked vehicles.
8.1.5
Poor visibility includes heavy rain, snow, mist, and fire zones.
Severe visibility includes tropical rain, blizzard, sandstorms and dense fog.
Hard linear obstacles
include walls, streams, low embankments and deep ditches.
Soft linear obstacles include hedges, barbed wire and roadside ditches.
Night
includes moonlit night or normal driving with headlights. Otherwise use dark night.
Impassable linear obstacles include: dense wire for all but vehicles (soft obstacles to AFVs, hard to others), ATK ditches or concrete obstructions to all but infantry and animals. These obstacles have to be breached before such elements may cross.
8.1.6
A suppressed vehicle loses 25% of the final speed calculated from the above.
8.1.7
The obstacle deductions are taken from the final speed for the terrain they cross.
8.1.8
Reversing. A tracked or half-tracked vehicle may reverse 2.5cm per movement phase and a wheeled vehicle 5cm. A vehicle backing from a hull-down position may reverse 0.5cm from the contour, turn and move off for a deduction of 20% of its current speed. The following vehicles may move as fast in reverse as in forward movement: Daimler AC, Daimler SC, PA11, OA vz 27, Panhard 178, Sdkfz231 (6 or 8 rad), Sdkfz 234 and AB40-43.
8.1.9
Flattened cover
Dense woods and hard obstacles are reduced to poor going and soft obstacles respectively if traversed by AFVs on a D20 score equal to or greater than 20 minus half the vehicle weight, for any vehicles following in their exact path. Linear obstacles of a lesser nature are reduced to no effect for off-road vehicles after being breached.
8.1.10

Even T34s got stuckMiring
If already in heavy going at the start of the period, test at the start of the movement phase, otherwise at the point of entering heavy going. Roll 1D10 and add any modifiers that apply below:

-1 In deep mud, bog, swamp, soft sand or soft snow
-2 Already stuck
-1 Towing
+2 Low ground pressure in soft going
-1 High ground pressure in soft going
+1 Snow chains in snow

Vehicle type
Get stuck on a result of
Fully tracked
1
Half-tracked or 8-wheeled
1 or 2
6x6, 6x4, 4x4
1, 2 or 3
Others
1, 2, 3 or 4
8.1.11
Any vehicle that is already stuck and scores a result of 1 is permanently stuck, otherwise a successful score releases the vehicle, which may only make half a move.
   
8.2
Built-up areas and visibility conditions
8.2.1
BUA are classed as either open or dense. Open areas include villages, gardens and housing estates. Dense areas include city and town centres and industrial areas. Distinct open areas such as parks or squares are treated as such.
8.2.2
Movement on roads in BUA is the same as on any other road. Movement off road is impossible in dense areas and counts as bad going in open areas.
8.2.3
Vehicles may enter large buildings such as a barn, hangar, etc. counting as a soft linear obstacle to enter. Smaller buildings with no vehicular access may be entered through a wall, treating it as a hard linear obstacle. The vehicle must test for getting stuck and if it does so is disabled instead (the building collapses on it).
8.2.4
Infantry may move inside any buildings, counting as poor going. They take ¼ of a period per contour level to climb to upper storeys and cannot count as being higher until they have reached the appropriate level.
8.2.5
Movement on snow and ice
Over-snow vehicles and infantry equipped with skis or snow shoes move as if in poor going in soft snow, as normal on packed snow. Packed snow is usually that found on roads where vehicles have already passed. Skiers may additionally use fast movement of 10cm on any downhill areas at any time.
8.2.51
Unless snow already lies on the ground at the start of the game, new snowfalls must last for at least five periods before causing any reduction in movement apart from that due to reduced visibility. For the next five periods it counts as packed snow for all but skiers, who remain on foot. After that count as soft snow.
8.2.52
When reaching frozen rivers, lakes and streams, in severely cold conditios only, an element takes one full period to determine the load carrying capacity of the ice. Roll 1D10.
 
Die score
Elements that may cross
9, 10
None
8 or less
Infantry and cavalry only
6 or less
As above plus heavy weapons, vehicles up to 1t
5 or less
As above plus vehicles up to 3DA tonnes
4 or less
As above plus vehicles up to 5DA tonnes
3 or less
Any element
8.2.53
The result found is applicable for the rest of the game for an area up to 100m in all directions. The result is only revealed to the player whose troops are making the crossing.
8.2.54
If a second element dices for a stretch of ice that overlaps one already diced for, the original result applies to the extent of the first area and the new result for the remainder of the new area.
   
8.3
Towing and recovery

Towing a heavy load

8.3.1

Vehicles that are towing suffer the following penalties to their movement rate, in addition to those above, for vehicles towing normal loads and if recovering a vehicle of up to its own size.

Vehicle
Towing
Recovering
On Road
Cross country
On Road
Cross country
Fully tracked
-10%
-10%
-50%
-50%
Half-tracked or 4wd
-10%
-25%
-50%
-50%
2wd
-10%
-50%
-50%
-75%
Animals
-20%
-40%
-67%
-75%
   
8.4
Mounting and dismounting
8.4.1
Get on the bus, get off the bus...Infantry elements take a quarter of a period to leave a vehicle and this may take place any time during a movement phase. The vehicle’s movement is reduced by this amount and the infantry may move no more than the remaining portion of their own speed after leaving it. They are placed where the vehicle stood, the vehicle then being placed on or behind the foot element, with any further movement being measured from there.
8.4.2
If more than one section is carried, they each take one quarter of a period to disembark and are placed to the rear of the vehicle and any previous sections, away from the enemy.
8.4.3
At no point outside a vehicle should infantry sections be allowed to stack other than in buildings where they are on separate floors. However, if overlapping, such sections can be fired at in the same phase by any enemy acquiring one of them, rolling on the appropriate fire table for each target.
8.4.4
Infantry sections take half a period to embark into a vehicle, which they must be touching before being able to embark. This may commence at any point in the movement phase and may therefore continue in the following period.
8.4.5
Cavalry may mount and dismount in half the times taken for entering or leaving vehicles. Cossacks are an exception to this in that they may 'hit the ground running' when dismounting and suffer no movement penalty.
   
8.5
Vehicle capacities
8.5.1
Vehicles can carry infantry sections including their integral support weapons as follows:
 
Jeep or light carrier
½ section
1t to 30cwt truck
1 section
2-3 tonne truck
2 sections
4-5 tonne lorry
3 sections
6-10 tonne lorry
4 sections
 
There are some exceptions to this, which are noted in the army lists.
8.5.2
Animals, bicycles and motorcycles are not represented or costed for individual figures, but represent enough to carry the element they are transporting.
   
8.6
Weapon set-up times
8.6.1
To unhitch and set up towed equipment ready for action takes the following times.
 
Weapon
Time
ATK guns up to 57mm, RCLs, AA up to 25mm, HMGs, MMGs, mortars up to 82mm
½ period
ATK guns over 57mm, field guns up to 122mm, AA up to 40mm, other mortars and rockets
1 period
Heavier weapons
2 periods
Self-propelled guns
1 period
8.6.2
The above times are to set up for direct fire. To set up links with the command net and any FOOs takes an equal, additional amount of time.
8.6.3
Self-propelled guns take half a period to come out of action ready to move off, all others take the same amount of time as when coming into action.
8.6.4
Non-specialised or slow vehicles add 50% to the time taken. These include standard trucks and lorries, horses and agricultural-type tractors such as the Stalinets.
   
8.7
Amphibious vehicles
8.7.1
DUKW coming ashoreAmphibious vehicles are noted on the vehicle data charts and have their amphibious speed noted. There are two types of amphibious vehicle: those that are true amphibians, such as the DUKW, and those only temporarily such as the Sherman DD. Temporary amphibians must spend a quarter of a period once they leave the water to prepare for combat before they can open fire.
8.7.2
Deep-wading and snorkeling vehicles, such as those prepared by the Germans for Seelöwe, move as if in heavy going and require a full period to prepare for action after leaving the water. They must start the game in a prepared state.
8.7.3
River banks and beaches suitable for such crossings and landings must be agreed or designated by an umpire before the game.
   
8.8
Infantry and cavalry movement

 

Russian infantry advancing

8.8.1
Terrain and other modifiers to the basic infantry move rate are as follows.
Terrain or action
Effect in cm
Carrying support weapon
-1
Manhandling heavy weapon
-3
Crossing wall, hedge or ditch
-2
Crossing barbwire entanglement, bocage
-4
In rubble, jungle, dense wood
-2
In swamp, primeval jungle
-4
At night
-1
On road, track, hard ground
+2
Wading
-1½
Swimming or crawling
-3
8.8.2
Obstacle crossingEffects are cumulative. E.g. a section carrying support weapons crossing a barbwire entanglement lose 1+4 = 5, meaning they take an entire period to cross. If the penalties come to more than 5cm then it cannot be carried out. Exception: at night, barring other penalties, a section can always move at least 1cm.
8.8.3
Infantry support weapons include MMG, HMG, mortars from 60mm to 90mm. Anything larger is a heavy weapon.
8.8.4

Italians chargingMovement at the double.
Troops, unlike vehicles, rarely move at their maximum possible speed, but rather do so only when necessary and then with a measure of urgency. The faster speed given in the movement table may be used if:

  • moving to or breaking cover
  • under effective enemy fire in the open
  • in order to enter an objective this turn
  • racing a seen enemy to an objective
  • conducting close assault this turn
  • cyclists downhill
  • routing in the open (mandatory)
8.8.5
The normal deductions are made for obstacles and terrain, but no fast movement is possible in swamps, jungle or while swimming.
8.8.6
Troops may only move at fast speed for up to three periods, after which they must rest for the same length of time or move at normal speed for twice the time before being able to move at the fast rate again.
8.8.7
Cavalry at full tiltCavalry charges.
In a close assault, cavalry fight as per their weapon type without deductions for being mounted, with +2 if charging infantry in the open. If shooting from a distance their deduction for being mounted is –2.
   
8.9
Ramming and overrunning
8.9.1

Use the following equation to calculate the damage by any deliberate AFV v AFV or SSV v SSV ramming attempt:

(Weight difference ÷ 5) + (Approach speed ÷ 10)

8.9.2
Score ¼ of the result or less on a D10 to KO the rammed vehicle, ½ to neutralise it and equal the number to suppress with a glancing blow. Any other score is a miss. If hit, also test the rammer at ¼ and ½ of the residual scores respectively, i.e. if 6 was needed to KO the target, the residual amount out of 10 is 4 so 1 is a KO and 2 neutralises the rammer.
8.9.3
If possible, and it is the stated intention, a ramming attempt that results in a neutralisation will also push the target into an adjacent feature such as a ditch, river or pond, or over a drop in the ground. An affected vehicle then becomes mired or stuck in the obstacle. If the fall is large enough or the nature of the terrain indicates, the umpire may decide that the target is knocked out.
8.9.4
Overrunning soft vehicles and heavy weapons.
Instead of counting as ramming, soft targets may be crushed by AFVs. Vehicles with bulldozer blades may similarly attack any soft element dug in. During the movement phase use a D10 and score 10 with the following die modifiers:
 
+1
per 5 tons of attacker's weight
+1
per 10kph of attacker's maximum speed
+2
if the attacker has a dozer blade, flail, hedge cutter, etc.
-1
if the attacker is wheeled
-1
per target size over D
-1
per 10kph of target's maximum speed if currently moving
-3
if the target is dug in
8.9.5 If successful, count as crossing a hard linear obstacle and the target is KO. If the required number only is scored, the overrunning vehicle is stuck in the wreckage, unless bulldozing, with the same consequences as ditching.
   
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Index
Introduction
Scales
Game Requirements
Pre-Game Reconnaissance
Sequence of Play
Orders
Command Control
Movement
Visibility and Hearing
Acquisition
Direct Fire
Direct Area Fire
Indirect Area Fire
Smoke
Night Fighting
Morale
Suppressed, Neutralised...
Aircraft Operations
Airborne Operations
Engineering & Mines
1:200th Scale
Points Values
Ammunition
Army lists & playing aids