Troop Movement Speeds in M.P.H. | ||||
---|---|---|---|---|
Troop Type | Terrain Type | |||
Open Road | Cross Country | Mud/Snow | Up/Down Hill | |
Man walking | 3 | 3 | 3 | 2 |
Man marching | 4 | 4 | 3 | 2 |
Man running | 5 | 5 | 3 | 2 |
Man carrying equipment | 3 | 3 | 2 | 2 |
Man hauling equipment | 2 | 2 | 1 | 1 |
Crewed Heavy Weapons | Take one turn to deploy or dismantle/limber up. | |||
Mounting/Dismounting | Infantry take the entire turn; vehicles must be stationary. | |||
Horse | 20 | 30 | 12 | 7 up; 5 down |
Bicycle | 22 | 12 | 2 | 2 |
Motorcycle | 70 | 45 | 5 | 17 |
Jeep | 45 | 30 | 8 | 11 |
Truck | 30 | 20 | 12 | 7 |
AFV | Top Speed | 2/3 Speed | 1/2 Speed | 1/4 Speed | Throw a D6 for every vehicle moving across mud or snow, to
determine if it becomes bogged down. If a vehicle is bogged down, throw a D6 every
move to determine if the vehicle manages to free itself again:
Wheeled D6 result of 5 or 6 = bogged down. If wheeled & bogged, 6 = freed. HMG, belt-fed LMG, Mortars, AT Guns, Field Guns, and any other multi-crew weapons take 1 move to deploy, and 1 move to limber up or dismantle for movement. AFV move at their designated maximum speed on roads. Sherman tanks run on highly flammable Aviation Spirit, but Firefly tanks are Diesel powered. Turning45 degree turns cost 2.5" of movement90 degree turns cost 5" of movement 180 degree turns cost an entire round of movement ObstaclesTanks end their movement turn on meeting an obstacle. It takes another turn to negotiate the obstacle, and the tank will end its turn on the far side of the obstacle. Example: A tank moves up to a hedge on turn one, engages crawler gear ratio and passes through the hedge on turn two, and then resumes the appropriate speed again on turn three. The tank counts as a moving target throughout this maneuver. |