To the Last Cartridge!

Movement Rates


Movement rate per action phase

Infantry - Line

2 inches

Infantry - Column

3 inches

Infantry - Charge or Rout

5 inches

Light cavalry - Trotting

8 inches

Light cavalry - Charge or Rout

10 inches

Heavy cavalry - Trotting

6 inches

Heavy cavalry - Charge or Rout

8 inches

Foot artillery - Limbered

4 inches

Horse artillery - Limbered

6 inches

Artillery - Prolong

1 inch

1. A unit has three action phases per turn.

2. Changes of formation and changes of facing are limited only by the distances that can be moved by the individual stands. Stands changing formation move at the Column movement rates.

3. A prone unit may not change formation. It takes one phase for a unit to stand up from a prone position. [The prone position represents troops who have gone to ground, seeking cover because of enemy fire. The troops, to some extent, are also pinned.]

4. It takes one phase for a battery to limber or unlimber.


Terrain Effects



Firm ground

Normal movement rate

Soft ground

-1 inch per phase

Moving through forest or crossing edge of forest

Movement cost is doubled

Moving through dense brush

Movement cost is doubled

Slope (moving uphill)

Movement cost is doubled

Slope (moving downhill)

- 1 inch per phase


Movement cost is halved

Crossing streams

Movement cost is doubled

Crossing obstacles: low walls, rocks, tree trunks

-1 inch per phase

Crossing obstacles: abatis, chevaux de frise

Movement cost is tripled

Only one natural terrain effect is imposed at one time. The most costly movement penalty should be imposed. For example: a column moving downhill and crossing a stream would have its movement cost doubled.


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