11.1 COMPOSITION: A Convoy consists of two or more motorized vehicle counters placed contiguously one per hex such that a continuous "line" is formed without a Gap between the "lead" and "rear" vehicles. However, the random occurrence of such relative positions during the course of a scenario does not invoke Convoy rules, nor can a Convoy be voluntarily created during a scenario. See also 11.8.
11.2 MOVEMENT: A Convoy is considered a "multi-hex stack" and, as such, its components move together in Impulses using the principles of Impulse Movement (D14.3). A Convoy vehicle must pay one extra MP (as if towing a Gun) per hex entered (or per hexside if using VBM). Furthermore, the minimum road rate for a Convoy vehicle is one MP, rather than ½ MP. Thus the minimum per-hex road cost for a Convoy vehicle is two MP. If a Convoy vehicle is actually towing a Gun, the total extra movement cost per hex is still one MP - not two. Once a Convoy expends a Stop MP, neither it nor any of its vehicles may expend a Start MP in that MPh. See also 11.6-.7. A vehicle may not conduct an Overrun while part of a Convoy.
11.21 GAPS: A Gap appearing in a Convoy line (due to elimination/
EX: A road-bound Convoy, consisting of three trucks followed by five halftracks, expends two MP and thusly completes one Impulse. Defensive First Fire now eliminates the last truck: the resulting Gap creates a new "lead" Convoy of two trucks and behind it a new "rear" Convoy of five halftracks. Since all of these vehicles have already completed at least one Impulse in the current MPh, the ATTACKER must finish moving the vehicles of the "lead" Convoy before any of his other units can move. After the vehicles of the lead Convoy finish their MPh, the ATTACKER then, with the same options, completes the "rear" Convoy's MPh. Should the rear Convoy lose its middle halftrack, thus creating for the next Impulse new lead and rear Convoys of two halftracks apiece, this newest lead Convoy must also finish its MPh before the newest rear Convoy can.
11.22 REVERSE: A Convoy vehicle may not use Reverse movement. Furthermore, a Convoy vehicle may not, in the same MPh, re-enter its last previously-occupied hex.
EX: During an Impulse a Convoy vehicle exits 5Y6 by moving into Z6. For the remainder of the current MPh it cannot re-enter Y6 until after it has exited Z6. The best way for it to re enter Y6 is via Z5 or Y7. (Note that once in Z5 or Y7, the vehicle cannot then "directly" re-enter Z6 in that MPh.)
11.23 ENTERING VEHICLE/
EX: A Convoy truck must expend six MP to enter, via a road, an otherwise Open-ground Location that contains a wreck (2 [Convoy road entry MP] + {2 [entering wreck Location; D2.14] x 2 [Convoy penalty]} = 6). If that Location does not contain a road, the truck must pay seven MP to enter it (5 + {1 x 2} = 7). If that Location contains no road, and contains another Convoy vehicle instead of a wreck, the truck must pay nine MP to enter it (5 + {1 x 4} = 9).
11.24 MOTION: A Convoy may use Motion status as if one unit. However, a DEFENDER Motion attempt (D2.401) may not be made by a Convoy vehicle, nor by the Convoy as a unit.
11.25 NON-CONVOY MOVEMENT: A Convoy vehicle wishing to use non-Convoy movement may voluntarily (but within certain restrictions) leave its present Convoy. The ATTACKER must declare, before an Impulse begins (but after all prior Defensive First Fire has been resolved), that the vehicle will use non-Convoy movement, and that vehicle must then (if it can; see 11.251-.252) immediately expend MP (and can be Defensive First Fired on) to move/
11.251 A vehicle may leave its Convoy (whether to use non-Convoy movement [11.25], or to form a new Convoy [11.254]) only if one or more of the following conditions apply: See Clarification.
11.252 RADIOLESS AFV: A radioless AFV platoon (D14.2) leaves a Convoy to use non-Convoy movement as a single entity, with all its AFV completing their MPh using platoon movement. A radioless AFV that wishes to thusly use non-Convoy movement must pass a D14.23-mandated NTC only if it is the start of its MPh and it also wishes to leave a radioless AFV platoon. A radioless AFV may not voluntarily leave its AFV platoon after it has begun its MPh (D14.23), even if in a Convoy.
11.253 RECALL: The Recall of a Convoy vehicle forces it to leave its Convoy at the start of its next Impulse as per 11.25.
11.254 NEW CONVOY: A Convoy vehicle may also leave its parent Convoy during an Impulse by moving (or expending a Stop MP) so as to create a Gap, thus forming a new "rear" Convoy with itself as the "lead" vehicle. 11.251 still applies to such a move/
11.255 MP expended to leave a Convoy do not apply to the original Convoy's total MP expenditure, nor do they allow Defensive First Fire vs the original Convoy. A lone vehicle separated from its Convoy by a Gap is no longer in Convoy status (11.1).
11.26 COMBINING: Two or more Convoys can combine into one, but the highest current MP expenditure then immediately applies to all vehicles in the new Convoy.
11.3 PP CAPACITY: The Passenger capacity of a vehicle is assumed to be 0 PP while it is part of a Convoy, and remains 0 PP even if it leaves the Convoy [EXC: if the vehicle sets up actually towing a Gun, it is allowed to also carry that Gun's crew and ammo].
11.4 CONVOY HINDRANCE: A Convoy vehicle (not Column) does create a LOS Hindrance if it would be subject to TH Case J were it to be fired on by any ordnance at that moment.
11.5 COLUMN: A Column consists of two or more contiguous hexes that contain Infantry/
11.51 SW: All SW being carried in a Column must be dm if possible unless being transported by wagons.
11.52 MOVEMENT: A Column uses Impulse Movement (D14.3) to move/
11.521 TERRAlN: A Column unit may not enter a woods/
11.522 DETECTlON: When a Column unit enters a Location where Detection (A12.15) will occur, the DEFENDER does not reveal his unit until that Column has completed its Impulse. When he does reveal it, only the ATTACKER unit in the DEFENDER's Location - not the rest of the Column - is forced to return to its previously-exited hex, where Overstacking might then apply.
11.523 COMBINING: Infantry/
11.53 DISBANDMENT: Column units may not "leave" their Column, nor will Gaps appear in a Column. Columns are checked for possible Disbandment at the times given in 11.531-.532. If at that time any Column unit has either been attacked (see 11.534 for minefields) or has a LOS to a Known enemy ground unit, that Column instantly Disbands for the duration of the scenario. Whenever a Column Disbands, its units are instantly freed from the Hazardous Movement DRM [EXC: a Column may voluntarily "initiate" Disbandment by expending a MF to do so (and declaring Disbandment), but does not actually Disband until after all Defensive First Fire allowed by that MF expenditure~; see also 11.535-.536] A Column can Disband only if it is (at least partially; 11.7) on board. See Clarification. Q&A
11.531 MPh : After all (if any) possible Defensive First Fire has been conducted vs any unit that has just expended MF/
11.532 OTHER PHASES: In other than a MPh, Column Disbandment is checked for after each attack (including CC) is resolved, as each routing unit expends MF, and as each unit advances.
11.533 OBA/
11.534 MINES & WIRE: For Disbandment purposes, a minefield is considered to attack a Column unit only if it pins/
11.535 WAGON: Whenever a Column Disbands, all wagons therein go (or remain) in Motion. If this occurs during a friendly MPh, those wagons thus immediately end their MPh (11.531) in Motion.
11.536 PIN: Whenever a DEFENDER Column Disbands, its units all become pinned [EXC: wagons (11.535); units immune to Pin results].
11.54 CONCEALMENT: Column units may set up concealed as per the normal rules for doing so. However, a Column unit that has lost its "?" cannot regain it. Moreover, all units in a Column lose their "?" when that Column Disbands, regardless of LOS and the presence of and range to enemy units.
11.6 STRAYING: At night, when a Convoy/
11.7 PARTIAL ENTRY: If a Convoy or Column still has one or more units offboard when its MPh/
11.8 APPLICATION: A Convoy/