From P37 of the manual. There are many variables taken into account when it comes to moving, not just ZOC -
Moving units costs Action Points (AP). The cost of movement depends on the
movement type of the unit and the landscape type that the unit is entering. The cost
of moving can be increased by entering enemy terrain and enemy Zone of Control
(ZOC) points, battle delay points, or rivers without bridges. The cost of moving can be
diminished by travelling over roads.
When a unit moves, it does so with the range of the slowest troop type it contains.
The range of the slowest troop type can be increased, however, if the unit contains
troop types capable of carrying slower units (for example Opel Blitz trucks can carry
infantry). The cost of entering a hex is a combination of movement type, landscape
type, and possibly any AP penalties on a hex (caused by ZOC, by the hex not being
pacified, or by effect of prolonged combat).
When fuel levels reach 0 or are close to 0, enough fuel may not be available for
mechanized or motorized formations. If you are out of fuel, AP costs for moving are
tripled. Offensive combat for these units is only at 1/3 normal strength and defensive
combat only at 2/3 normal strength.
In fact, tables and more information (including battle hex - battle delay points - which can slow you down on break out) are all in Section 4.
17.3. HEAVY PRECIPITATION
There is a 25% chance every round a major rain or snow event; the effect of this on
regular summer landscape is that it will turn the landscape to mud. Rain causes air units
to suffer an AP loss and decreased combat efficiency.
17.4. EFFECTS OF A MUD HEX
Mud hexes slow down motorized and mechanized movement as well as the movement
type used for supply. Units that are in low supply in a non-mud turn, might well be
out of supply in mud turn. See the Landscape Movement Costs table (Section 4.1) to
compare the differences.
< Message edited by AndyG1 -- 7/21/2012 4:54:19 PM >