7.2.6 Movement
Every federation moves once a battle round, except those federations that are fleeing/evading (see 7.2.6., p79).
In the first half-round the troops of Army A will move, and in the second half-round those of army B. The order of movement will begin with federation 1 and then continue with the other federations accordingly.
Before a federation moves its destination will be calculated from the orders it was given. The destination can be an enemy that it has been ordered to attack. The federation will try to move directly toward its destination, and should it encounter an obstacle it will try to move around it. The terrain types that are obstacles for each troop type can be found in the MP-table.
The distance a troop type can move is found under 'SP' in the army table (see 9., p104). The distance it can cover depends on the battlefield terrain it will cross.
MP Table:
| Terrain | Infantry | Cavalry | Artillery |
| Clear terrain | 2 Mps | 2 Mps | 2 Mps |
| Forest/Woods** | 4 Mps | 8 Mps** | *Blocked* |
| Bushes/shrubs | 3 Mps | 4 Mps | *Blocked* |
| Villages | 4 Mps | *Blocked* | *Blocked* |
| Entrenchment’s | 4 Mps | 8 Mps | 6 Mps |
| River | 25 Mps | 25 Mps | 25 Mps |
| Pontoon bridges | 4 Mps | 4 Mps | 4 Mps |
| + 1 Altitude Level | +1 MP | +1 MP | +1 MP |
| Fortress Walls^ | *Blocked* | *Blocked* | *Blocked* |
Notes:
Troop types that are *blocked* by a certain terrain type cannot move over it, although they may be able to move around it.
Troop types that are *blocked* by a terrain type can engage an enemy situated on the blocked terrain, in long range combat (see 7.2.7., p81.), if possible (see Army tables 9.).
**Light cavalry (LC under 'Troop Specifications' on the Army Table) can enter and set up in forests; all other cavalry cannot enter forests and are blocked from setting up in these areas (see 7.2.8, p83)
^Fortress walls can be destroyed during the battle and as such all troop types will be able to move over them (see 7.2.11.1.1. p88).
Federations positioned in a simulated battle cannot be given starting co-ordinates which include terrain types from which they are blocked (see 7.2.6., p79).
If the terrain altitude rises then the consumption of Mps will rise also. For each rise in one altitude level one extra Mp is used.
Example:
An infantry federation marches from a co-ordinate with altitude 2 to a forest co-ordinate with an altitude of 4. It will use 4 Mps for the forest terrain and an extra 2 Mps for the difference in altitude.
No matter how high the cost in movement points a federation will be able to move at least one co-ordinate in a round, except when crossing rivers ( see 7.2.11.3., p89), if it is not blocked by an obstacle (see above table).
If a federation starts its movement next to an enemy federation, or meets an enemy federation during its movement, all movement will cease and hand-to-hand combat will begin (see 7.2.8., p83).
When movement begins then a number of morale checks will take place. These determine if movement will begin, if the federation will flee or if a square formation will be formed. (see 7.2.9.1, p85, 7.2.9, p84.)
Federations can move over friendly federations to reach their destination, but they cannot stop on the same co-ordinate as another federation. In this case the federation will stop on a co-ordinate close to the other federation as possible.
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