Movements are announced and made sequentially, one ordered unit at a time, in the sequence of a player’s choice. A player must complete one unit’s movement before beginning another.
Unit Movement
- A unit may only move once per turn.
- A unit that is ordered does not have to move.
- Ordered units may move from one section of the battlefield into another.
- A unit may never move onto any of the half-hexes that border the side of the battlefield.
- A unit may only move off the battlefield’s baseline hexes when explicitly allowed in the scenario notes.
- Two units may not occupy the same hex.
- When moving a unit, the unit may not move onto or through a hex occupied by a friendly unit or an enemy unit.
- A unit may not split off individual figures from the unit; they must stay together and always move as a group.
- A unit that is reduced through casualties may not combine with another unit.
- Some terrain features will impact movement and may prevent a unit from moving its full distance or battling.
- Retreat movement rules vary slightly from ordered movement: see the Retreat rules section.
Infantry Unit Movement
An ordered infantry unit may move up to 1 hex and battle, or 2 hexes and not battle.
Machine Gun & Mortar Unit Movement
An ordered machine gun or mortar unit may move 1 hex, but may not battle when it moves.
Tank Movement
A Tank will follow the same general Phase 3 - Movement rules as all other battlefield units. Unlike other battlefield units, however, wire does not stop a tank’s movement. The wire is removed when a tank moves onto a hex with wire.
Tank Bogged Down
A WWI tank when moving was often prone to bogging down or even breaking down, and could be something as simple as the engine needed to be restarted. In either case, bogging or breaking down, would prevent a tank from moving any further until the situation could be remedied. When a tank is bogged down, it may not move.
- A player must roll 1 die to see if a tank will bog down when a tank moves 1 or more hexes. Basically an early war WWI tank, that only moves one hex, will make a bogged down roll for the first hex it moves onto. A later war tank, that moves two or more hexes, will not make a bogged down roll for the first hex it moves onto, but will roll 1 die for the second hex and third hex it moves onto: see Tank Specifications rules section Movement.
- A player must roll 1 die to see if the tank will bog down when a tank is taking ground and moves onto the vacant hex after a successful close combat.
- A player must roll 1 die to see if a tank will bog down when a tank moves onto a hex with terrain. Terrain that requires a bogged down roll are: forest, building, building rubble, trench, shell crater, mine crater and a hex with a fortified position token.
- A wire token itself will not require a tank to make a bogged down roll.
- A player does not need to roll when a tank moves onto a trench hex that is part of its own friendly trench line.
Key Rule - The number of dice a player must roll to see if the tank will bog down is cumulative.
When making a bogged down roll, a tank will bog down when one or more Deadly Die side symbols are rolled. A bogged down marker is placed on a hex with a tank.
- A tank when moving and it becomes bogged down may not battle during the battle phase.
- A tank when gaining ground and it becomes bogged down will not gain a bonus combat.
Bogged Down examples:
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An ordered Mark IV tank has moved one hex and is moving onto a second hex. A player will make a bogged down roll with 1 dice, 1 die because it is the second hex of movement for the tank.
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An ordered Mark IV tank has moved one hex and on its second movement is moving onto a hex with a trench. A player will make a bogged down roll with 2 dice, 1 die because it is the second hex of movement and 1 die for moving onto a trench terrain hex.
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An ordered Mark IV tank has not moved this turn and is battling in close combat against an infantry unit on a countryside hex. The close combat is successful. The Mark IV tank must gain ground. A player will make a bogged down roll with 1 die, 1 die because the tank is taking ground after a successful close combat.
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An ordered Mark IV tank has not moved this turn and is battling in close combat against an infantry unit on a shell crater hex. The close combat is successful. The Mark IV tank must gain ground. A player will make a bogged down roll with 2 dice, 1 die because the tank is taking ground after a successful close combat and 1 die for moving onto a shell crater.
Reserve Artillery Movement
An ordered reserve artillery battery may not move.