D.6
Rules Affecting Movement

1 1 MF to enter a Free area (Vacant and under friendly control)
2 2 MF to enter an enemy-controlled Vacant area (contains no enemy units regardless of presence of friendly units or who controls)
3 3 MF to enter an area containing only spent/disrupted enemy units
4 4 MF to enter an area containing one or more fresh enemy units
5 All MF to cross a river without using a bridge (infantry only - i.e. must start in adjacent area)
6 1 MF to attempt seizure of a bridge bordering the free active area the unit currently occupies
7 1 MF for other units to cross a just-seized bridge in the same impulse
8 1 MF to assault within an already contested, now active area if it contains only spent/disrupted defenders
9 2 MF to assault within an already contested, now active area if it contains any fresh defenders
10 1 extra MF to leave a contested, now active area if was assaulted previously and at the time contained only spent/disrupted defenders
11 2 extra MF to leave a contested, now active area if was assaulted previously and at the time contained any fresh defenders
12 A non-armor unit starting in a contested area (armor units too if enemy armor is in the contested area) may only move out to a free area and must stop there.
13 An armor unit starting in a contested area may move out into a free area (1 MF) and continue moving if there is no enemy armor unit in the contested area.
14 German movement in clear weather across more than one boundary is interdicted.
15 All MF must be used to enter a zone (i.e. must start in an adjacent area)
16 All German MF allowances are increased by 1 during overcast weather.
17 CA units cannot move (they have a 0 MF).
18 The fastest German units (panzers, some FLAK, Nebelwerfers and artillery) have a MF of 5 (6 during overcast weather).
19 The Allies get one unit with 7 MF on June 9; otherwise their fastest units are tanks with 6 MF.
20 A maximum of 5 units can cross any given bridge in one impulse.

 

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