What that means is that Bocage costs +4 movement points to cross that hexside, in addition to the MP for the hex being entered.
So examples of that would be:
- Crossing a Bocage, into a clear hex would be 5 MP total (+4 for crossing the Bocage hexside, and +1 for entering the Clear hex)
- Crossing a Bocage into a wheatfield hex would be 6 mp total (+4 for crossing the Bocage hexside, and +2 for entering the wheatfield hex)
For a visual of this:
It would generally (with exceptions) cost the American 101st Airborne Squad 5 MPs to move from Road Hex B4, over the Bocage (cost 4 MPs) and into Low Crops hex C3 (cost 1 MP).
The problem we have here is, the squad only has 4 MF points, so as a squad alone, it technically does not have enough horsepower to cross that bocage within its' MF allowance. However, there are two ways around this:
- If accompanied by a leader, you could doubletime with the leader into the hex; or
- Use the 1-hex movement rule in 6.0 MOVEMENT, in which you can always move one hex (and only one), regardless of cost, per the quote below.
Unless such a move would bring a Shaken unit closer to an enemy unit in their LOS, units with a Movement Factor equal to or greater than one can always move one hex, no
matter the cost, or change levels within a multi-level Building. If a unit must expend ALL its movement points to move one hex it cannot Low Crawl (or Assault Move …obviously) into the new hex.
Hunh? Hunh? Pretty cool, eh?!?