3.6. Phase 6. Movement.

3.6.1. All troops under Moving Order - moves.
3.6.1. Mounted Officer (Colonel) on the front on Unit marked moving Unit.

3.6.2. All moving troops under Stop, Formation or Restore order - stops.

3.6.3. Formations movement speed (BD per Turn).

3.6.3.1. Infantry.
3.6.3.1.1. Line: Drill-2 BD.
3.6.3.1.2. Column: 1 BD.
3.6.3.1.3. Maneuvre Column: 2 BD.
3.6.3.1.4. On Road: 3 BD.
3.6.3.1.5. Masse: 1 BD.
3.6.3.1.6. Skirmish Group: 3 BD.
3.6.3.1.7. Square: Drill-2 BD.
3.6.3.1.8. Presence of Drum: +1 BD.

3.6.3.2. Cavalry.
3.6.3.2.1. Line: Drill BD.
3.6.3.2.2. Column: 3 BD.
3.6.3.2.3. Maneuvre Column: 5 BD.
3.6.3.2.4. On Road: 5 BD.
3.6.3.2.5. Mass: 3 BD.
3.6.3.2.6. Screening Group: 6 BD.
3.6.3.2.7. Presence of Trumpet: +1 BD.

3.6.3.3. Artillery.
3.6.3.3.1. Unlimbered Batteries don't move.
3.6.3.3.2. Limbered Batteries: Light/Foot - 2 BD; Heavy(Position) - 1 BD; Horse - 3 BD.
3.6.3.3.3. Limbered Batteries on Road: 3 BD.
3.6.3.3.4. Presence of Drum: +1 BD.
3.6.3.3.5. Limber and Unlimber actions on same Turn with moving - decreases movement by 1 BD both.
3.6.3.3.6. Pivoting Unlimbered Battery on place means actions - Limber / 1BD for every 45° rotation / Unlimber.
3.6.3.3.7. On Movement phase Artillery uses Action Points.
3.6.3.3.7.1. Amount of Battery's Action Points = Drill.
3.6.3.3.7.2. Action Points may be used for:
3.6.3.3.7.2.1. Limber. Decreases possible moving on this Turn (-1 BD).
3.6.3.3.7.2.2. Unlimber. Decreases possible moving on this Turn (-1 BD).
3.6.3.3.7.2.3. Move.
3.6.3.3.7.2.4. Adding +1 BD per free Action Point to speed. But no more than maximum speed limit (3.6.3.3.2).

3.6.3.4. Rotations on Move.
3.6.3.4.1. Pivoting Unit's front until 45° takes 1 BD.
3.6.3.4.2. When pivoting front of multiple Units the tempo will be dictated by outermost Unit with longest path, decreasing his speed by 1 BD.
3.6.3.4.3. Rotating on move is free for Maneuvre Columns, Masses and limbered Batteries.
3.6.3.4.4. On Road all rotations are automatics and without Orders.

3.6.4. Option. Throw 1d6 for every Unit. Result "1" decreases and result "6" increases speed by 1/2 BD.

3.6.5. Impact of landscape on the speed of movement.
3.6.5.1. Landscape decreases the speed by its Permeability (Pe) in BD-s.
3.6.5.1.2. For Cavalry Maneuvre Column this is 2 x Pe.
3.6.5.2. If on path of Unit is new landscape, whose Pr + Pe (2xPe for Cavalry Maneuvre Column) is bigger than Unit have BD-s left, then Unit stops there for this turn.
3.6.5.3. If Unit in its current Formation and condition cannot move through landscape, but can do this in some other Formation, then Unit must change Formation before moving. Change to Maneuvre Column is free and automatic, but for some other Formation there must be order from General and whole turn goes to change Formation.
3.6.5.3.1. If Unit cannot move even in Maneuvre Column and Move Order still actual, then Unit loses Mucisian and Formation (becomes Mob) and Move Order chancelled.

3.6.5.4. Landscape steeplechases are always counted as 1BD wide, when crossed. Units fronts stays perpendicular to the steeplechase after crossing.
3.6.5.4.1. Units don't stops on steeplechase.
3.6.5.4.1.1. The only exception is Pe=2 river.
3.6.5.4.2. If Unit's available speed = steeplechases Pr + Pe + 1, then Unit loses Formation after passage and stand as Mob.

3.6.5.5. Contours on Map.
3.6.5.5.1. When Unit may cross more than 1 contour per turn, speed slowes -1BD per every contour more than 1 on this turn. On small Roads also.

3.6.6. Roads impact to speed.
3.6.6.1. Standard speed on Roads for all Units in Road Columns is 3BD per turn.
3.6.6.1.1. Cavalry may move with speed until 5BD per turn, if there are no other Units on path.
3.6.6.1.2. Presence of Musician add 1BD to speed.
3.6.6.2. Landscape and contours don't impact the speed on Big Roads.
3.6.6.3. Landscape and contours slowed the speed on Small Roads by one less than their constraint.

3.6.6.4. The length of Units in Road&Maneuvre Column Formation:
3.6.6.4.1. Infantry 4 BD.
3.6.6.4.2. Cavalry 6 BD.
3.6.6.4.3. Artillery 3 BD.

3.6.6.5. Impact to speed from bridges, gates and other narrow passages on Road.
3.6.6.5.1. Big Road Bridges are equal part of Road and don't impact to speed.
3.6.6.5.2. All other narrow passages allow to pass only one Unit per Turn.
3.6.6.5.2.1. Unit stopped before passage on previous turn and stop on other side after passing on current turn.
3.6.6.5.2.2. No need Orders for stopping, passing and for continue moving.
3.6.6.5.2.3. Passage may be passed without problem, when on other side is enough space on Road for entire Column.
3.6.6.5.2.3.1. With less space Unit ends as Mob and with no space Unit don't pass at all.

3.6.7. Friendly Units on our path.
3.6.7.2.1. Unit may freely go through standing friendly Units, when both are not formed as blocking obstacle (have gaps big enough).
3.6.7.2.2. Passing through blocking or moving Unit causes losing of Formation (changing to Mob) for both.
3.6.7.2.3. Blocking Formations are:
3.6.7.2.3.1. Front and rear of Line.
3.6.7.2.3.2. Flanks of Maneuvre/Road Column.
3.6.7.2.3.3. Dense Artillery.

3.6.8. Contact with enemy
3.6.8.1. If moving Infantry Unit meet enemy Unit(s), then Infantry stops automatically farther than 1 BD and closer than 2 BD to enemy and both Units considered to be in Battle Contact.
3.6.8.2. If moving Cavalry Unit meet enemy Unit(s), then Cavalry screen or Maneuvre/Road Column stops automatically a little farther than 2 BD to enemy. Cavalry in other Formations continued moving until possible Charge.
3.6.8.3. If moving Artillery Unit meet enemy Unit(s), then limbered Artillery stops automatically a little farther than 2 BD to enemy.
3.6.8.4. In case when enemy don't charge on next turn and no Orders received, stopped Units in Maneuvre/Road Column and Limbered artillery automatically formed Line and Unlimber.

3.6.8.5. Exception. If enemy Unit is Routed, then Infantry and Cavalry don't stop.
3.6.8.5.1. When moving Unit touches such Routed Unit, then will be used point 3.9.5 from Chapter "Routs and POWs".