If a Player spends 1 extra Cpt on a unit, that single unit may move double its normal movement. E. Discipline levels. The discipline level influence the rallying of disordered stands and the effects of losing the baggage train. The distance the different type of stands may move is given in the Movement Table . B. Terrain effects.
Stands starting and ending on roads double their movement.
Stands entering woods must immediately stop, and in each following movement phase they start in woods the player must roll, 1d6 if foot or general, and 2d6 if horse, and subtract the result from the stands movement allowance. Only foot stands or generals may enter a marsh, with the procedure being the same as for woods. Stands entering a ford must stop, and in the next movement phase they roll 1d6 and subtract the result from the stands movement allowance. No stand may cross water except by a bridge or ford. C. Moving through stands .