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    Squad Leader Classic  D1 4/3/2004   4. INFANTRY   4.1 Infantry Units 4.1.1 5.1 During the Movement Phase portion of your turn you may move all, some, or none of your units which did not fire during the Prep Fire Phase. 4.1.2 5.2 Units are moved in any direction or combination of directions up to the limit of their Movement Factors (MF). Basically each unit is permitted to move a number of hexes equal to its movement factor, although this may be increased, decreased, or restricted by leaders, terrain, presence of enemy units, items carried, or fire from enemy units. 4.1.3 5.3 Units may move over and stack on top of other friendly units. Movement factors cannot be transferred from one unit to another, nor can they be accumulated from turn to turn. 4.1.4 5.4 Infantry counters have a uniform movement capability based on their unit type: 4.1.4.1 Normal squads, HS or crew counters have 4 MF. 4.1.4.2 Inexperienced infantry have 3 MF. 4.1.4.3 Every SMC has 6 MF. 4.1.4.4 No support weapon counter has a MF of its own, They must be carried by other counters to move, 4.1.5 5.44 If a MMC spends the entire Movement Phase stacked with a leader it receives a 2 MF bonus. 4.1.6 5.5 Every time a unit moves into a hex it expends a number of its MF for that turn, dependent on the terrain within that hex. The cost in MF to enter a hex is shown below for some terrain types and is also summarized on the Quick Reference Data Card. Other terrain types are covered in their own section. Infantry Terrain Movement Costs Terrain   Cost Open Ground, Shell hole, Wheatfield 1 MF Onto Road from a non-road hex side 1 MF Onto road from a road hex side ½ MF Woods   2 MF Enter any Building 2 MF Move within Building at same level 2 MF Over Walls or Hedges 1 MF + COT COT = Cost of Terrain moved into. 4.1.7 5.51 Walls and hedges are printed directly on the hex side’s themselves. When crossing such a hex side a unit pays a one MF penalty plus the normal cost of the terrain in the hex moved into. 4.1.8 5.52 The MF cost for moving into a road hex is ½ MF only if the hex is entered through a hex side crossed by the road. 4.1.9 5.53 The MF cost of infantry entering open ground (hills), road, buildings, and woods hexes is doubled while moving onto a higher terrain hex than previously occupied. There is no additional penalty for moving along the same level of high terrain hexes. There is no additional or lessened cost for moving from higher to lower terrain except for troops using skis or bicycles. 4.1.10 5.54 Terrain effects are cumulative for units moving into or through hexes containing more than one type of terrain.    Squad Leader Classic  D2 4/3/2004   (Exception: infantry moving into shell hole along road) 4.1.11 5.6 Infantry units may move up to and around enemy units with no restrictions, but may only move into a hex occupied by an enemy unit during the Advance Phase. 4.1.12 19.1 Whenever a unit moves into a hex it must pay the MF cost of moving into that hex. The moving player is not allowed to take the unit back to its starting point and begin again. 4.1.13 19.2 Whenever a unit is moved and the moving player withdraws his hand from the counter, that unit may move no further. SQLA - [5A, 30A] Entry from off the map along a road is assessed at the 1/2 MP road rate. (Modified by vehicle sequential entry in COI). 4.2 Support Weapons and Portage 4.2.1 5.7 Squads, HS, crew, cavalry, hero and leader counters may carry support weapons at varying costs to their own movement factors. These portage costs per weapon are shown on the Support Weapons Chart below. The portage cost for carrying a support weapon is the same regardless of the distance traveled. An infantry unit can pick up (or drop) support weapons at any point in its move providing it has sufficient MF to do so. Notice that the portage cost of the same weapon may be different depending upon whether it is carried by a MMC or SMC. 4.2.2 142.33 A squad may carry up to 3 portage points (PP's) at no cost to its own MF. A HS/crew may carry up to two PP's at no cost to its own inherent MF. A leader or hero may carry 1 portage point of support weapons at no cost to his own Movement Factor. A unit loses one MF for each portage point carried over these normal portage capabilities. 4.2.3 5.71 A leader or hero may never carry Support Weapons in excess of 3 leader portage points. 4.2.4 5.72 The portage capability of a unit may not be combined with that of other units (exception: 2 SMC combining as per note A in the Support Weapons Chart below). 4.2.5 5.74 Any infantry units carrying PP that slow it down during a Movement Phase may not fire a support weapon in the ensuing Advance Fire Phase. 4.2.6 5.76 Unless otherwise specified. when referring to portage costs these rules will always refer to squad usage costs. Support Weapons Chart  Support Weapon Squad HS / Crew Leader / Hero LMG 1 2 MMG 4 A HMG 5 A  ATR   4 A Flamethrower 2 2 Demolition Charge 1 1 Panzer Faust, MC, ATM ½ 1 PIAT, Bazooka, Psk, Radio 1 2 Light Mortar per counter NOTES:  A. Two SMC may carry 1 hex per Movement Phase.   5.7 A squad carrying 2 portage points of SW move 2 clear terrain hexes, and drops the 2 portage points. Can it pick up new SW totalling 2 portage points, and then move an additional 2 clear terrain hexes?  A. No - that would constitute a total portage cost of 4, leaving the squad with only 3 MF to expend on movement. {SL4-23}{COI4-38} 5.71 What is the maximum number of portage points a squad may carry?  A. The answer is dependent on the number of MF the squad has to forfeit in exchange for added  portage ability and therefore is affected by leadership, terrain, and the distance traveled. A squad wishing to move only one hex over Open Ground accompanied by a leader could carry a maximum of 8 portage points.    Squad Leader Classic  D3 4/3/2004   The maximum amount that can be carried during an  Advance Phase is noted in 5.73 (section 2.3 below). {15.2-34}{COI4-67} 5.72 May a squad carry a support weapon into a new hex and then have another unit carry that support weapon into another hex during the same Movement Phase?  A. No, a support weapon cannot be carried more than once during the same Movement Phase. {COI4-38}{COD-104} 5.74 May an infantry unit move into a hex containing support weapons and fire those support weapons during the Advancing Fire Phase?  A. Yes - at half strength - providing they were not carrying  portage points in excess of those listed in 5.74. {COI4-67} 5.74 & 48. Can a crew that enters a hex containing an abandoned AT Gun or ATR during the Movement Phase fire that gun in the Advancing Fire Phase?  A. Yes, but case D would apply. {17.2-46} 4.2.7 Dismantled SW's 4.2.7.1 142.8 HMG, MMG and mortars requiring 5 PP's or more to portage may have their portage costs and stacking limits halved (FRU) if in a dismantled state. A dismantled SW is replaced with the appropriate Dm SW counter. 4.2.7.2 142.81 A SW may be converted to an appropriate dismantled SW counter (and vice versa) at the end of any friendly DFPh in which neither the weapon nor the unit dismantling it fired. 4.2.7.3 142.82 76-82mm mortars can be portaged by infantry in the dismantled state at a cost of five PP's apiece. 4.2.7.4 142.83 A SW may enter a scenario either disassembled or assembled at the owner's option. 4.2.7.5 142.84 A malfunctioning SW may be dismantled and transported, but repairs cannot be attempted while it is dismantled. If captured, the captor may rebuild the Dm SW. 142.81 May pinned units assemble and disassemble SW?  A. Yes. {OAF}   4.3 Stacking 4.3.1 6.1 Each player may stack no more than 4 of his infantry units (only 3 of which may be MMC's) plus a maximum of 10 portage points of support weapons per hex. 4.3.2 6.2 In Close Combat situations both sides may occupy the same hex up to their normal maximum stacking limit. Once Close Combat has ended with one side victorious, any excess support weapon counters must be eliminated with the victorious player given the choice of which weapons to remove. 4.3.3 6.3 Players may exceed stacking limits during movement so long as hexes are not over stacked at the end of the Movement Phase. 4.3.4 142.32 Two crews/HS's equal a squad for vehicular stacking purposes but not for hex capacity limits. 6.1 & 29.2 Do portage points and passenger carrying capacities of vehicles count against hex stacking limits ?  A. No - as long as infantry or weapons are in a  passenger mode they are treated as part of the vehicle. {15.6-34}{COI4-38}{COD-104} 6.3 Assume three broken squads occupy a hex with an MG. Could another friendly squad enter the hex during the Advance Phase and eliminate one of the broken squads to maintain stacking limits ?  A. No. {15.6-34}{COI4-38}{COD-104}   4.4 Advance Phase 4.4.1 142.2 Units may use the APh to either move one hex or climb or descend one level in a staircase hex (not sewer entrance) of a multilevel building. A unit in a bunker, entrenchment, or trench may still advance out of that terrain feature and into an adjacent hex and vice versa, but it may not move out of a bunker / entrenchment and into an adjacent bunker / entrenchment in the same APh. The unit would have to remain outside those terrain features even    Squad Leader Classic  D4 4/3/2004   though they could move into the hex containing them. 4.4.2 142.22 A unit can carry only one more PP during its APh than its IPC (EXC: two SMC's may combine to carry 3 PP's). 4.4.3 In addition to being unable to move or fire, TI units may not move in the APh although they may rout or withdraw from CC normally. 4.5 Assault Movement 4.5.1 142.71 Any infantry which moves on foot only one hex during its MPh is using Assault Movement and is not subject to the -1 DRM for movement. Therefore, a unit using Assault Movement to enter an open ground hex is subject to only a -1 DRM. Assault Movement must be declared at the outset of the move and cannot be claimed in the first hex moved into if the unit intends to continue its move to another hex during that MPh (including vertical movement in building levels of the same hex). 4.5.2 142.71 Units disembarking from vehicles are considered to be using Assault Movement only if they remain in the hex occupied by the vehicle. 4.5.3 142.71 Assault Movement is not applicable to infantry pushing ordnance into a new hex, moving off of a wire counter, mounted cavalry, berserk units, or to infantry under any circumstances which must expend all of their MF in moving into that one hex, or into any bunker, trench, or entrenchment, within that hex. 4.5.4 142.71 Movement out of or into an entrenchment / bunker, etc. in addition to a change of hexes does not prevent Assault Movement unless in doing so they expend all of their MF. 4.6 Infantry Bypass Movement 4.6.1 106.1 Bypass movement enables infantry and cavalry units to move through a building hex or woods hex without entering the obstacle itself and paying the 2 MF cost of actually entering a building or woods. Bypass movement cannot be used to skirt the edges of any other terrain feature nor an obstacle that is burning or contains a known enemy unit. Hexes containing a bunker, rubble, or wire counter cannot be traversed using bypass movement. A hex containing a smoke counter can be traversed with bypass movement but not without paying the MF penalty for a smoke hex. Infantry units wishing to use bypass movement must announce the option and the MF's expended as they move into the obstacle hex. 4.6.2 106.2 The movement cost of bypass movement becomes that of the other terrain in the hex (usually 1 MF for open ground). 4.6.3 106.3 Bypass movement is limited to two contiguous unblocked hex sides of the building or woods hex being traversed. The bypass movement may exceed the two contiguous unblocked hex-sides per hex limit, but in so doing the movement cost for that hex is doubled. Remember that the unit is moving around the obstacle within the hex - not moving through it. Should there be any question whether a building or woods symbol touches a hex side, movement around that hex side within the hex is not allowed. Walls and hedges are considered extensions of hex sides for purposes of applying the mechanics of this rule. 4.6.4 106.4 Movement around an obstacle is indicated by placement of a bypass movement counter in the hex with the bypass arrow on the side of the obstacle along which the unit moved. Remove the bypass counter at the end of the Defensive Fire Phase. 4.6.5 106.41 For playability's sake, once a bypass movement counter has been placed in an obstacle hex, all units using bypass movement in that hex during that player turn must follow the path indicated. The direction may change but not the hex sides traversed
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