One assumes these are gentle slopes. Units belonging to the same formation must remain adjacent to one another. There are no zones of control so solid lines of units are required to prevent the enemy infiltrating although fire combat also helps to prevent this. To enter, however, they first suffer the ravages of enemy defensive fire. During this phase routed units automatically move towards a friendly map edge.
Units can earn an extra movement point by using the road printed on the map.
Movement allowances are actually quite low as each game turn represents little more than a minute. As you may have guessed, this is a tactical game, but, oddly for a game set during this period and at this scale, has no rules for facing. Combat follows and is split between fire and melee types. Fire combat is resolved first with each individual unit rolling a die and adding the range, in hexes to its target, to the die result. Some American units have rifles, allowing them to fire at units at a greater range than the remaining musket armed units, though the two Bntish artillery units have the greatest range of all.