
© Alberto Giorgi
At the end of the phase of fire we pass to that of movement. The active player can move any unit that has the right: Artillery attached to the tow, heavy cavalry, line infantry that has not fired (you can use hydrophilic cotton to show the units that have fired and therefore can not move in this turn), and finally the infantry or the light cavalry even though they carried out fire. In this phase it can also hook or unhook the guns from the tows.
Infantry
10 cm if it’s lined up.
15 cm if deployed in a column.
18 cm if it’s in an open order.
18 cm when charged if it can reach contact with the enemy.
Cavalry
The heavy cavalry moves 24 cm
The light cavalry moves 30 cm
Both 36 cm in charge if they can reach contact with the enemy.
Artillery
The artillery on foot is moving 15 cm
can only move if it is attached to the tow
consumes an entire move to hook or unhook the guns from the tow
The mounted artillery is moving 24 cm
can only move if it is attached to the tow
can move and disengage in the same move without loss of movement
consumes an entire move to hook the guns to the tow

The soldiers, moving on to the battlefield, would have encountered smooth and flat terrain and more challenging terrains; the list shows each centimeter of land's cost based on its characteristics. The units move faster on a regular ground than on a muddy one or in a wood. The chart shows the cost of the land according to its characteristics. In summary: moving through woods, orchards, rough terrain and crossing bridges costs 2 centimeters for each centimeter path, while fording torrents costs 4. Taking some examples: a line infantry crossing a creek at the ford spends 4 cm for every inch crossed. If it moves in Colonna on road and crosses a bridge of 5 cm, in this crossing it loses 10 cm and can move still only of 8 cm; if it advances in open order in the wood, it moves of 9 cm instead of 18.
The list presented is indicative. When you prepare the field, by mutual agreement, different costs can be defined. A very dense forest could cost three movement points, and a muddy terrain could cost two points like four, and can change during the game. You can start with the muddy ground and, for example, predict that after five moves, it becomes regular.
The move or change of tactical formations sometimes causes discussions between players since one or two inches of difference can be decisive. The following indications will help to resolve the doubts that sometimes are encountered.
Change of formation
The change of formation costs ½ move (except advanced rules of nationalities) and must be done before starting to move the unit. A central base is held steady and the rest of the formation is formed on the sides or behind it. The unit can continue for the remaining 50% of the movement.
Rotation of formations and inversion
To calculate the cost in motion in the rotation of a training you measure the distance traveled by the soldier who performs the most movement. For the rotation or the inversion of the single beses (for example a column that rotates on itself to the right) is necessary ½ move.
Drive-through
Reciprocal crossing between infantry, cavalry and artillery with any tactical formation is generally prohibited. The infantry and Cavalry may pass through other Line formations or artillery deployed to fire as long as the unit crossed does not move or fire in the same movement. In practice, it must be inactive. The group crossed remains in disorder. Light infantry in open order, on the contrary, can pass through infantry, cavalry and artillery or be crossed without limitations even after firing.
© Alberto Giorgi