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Table of Contents:
I.
3rd Edition Series Rules
II.
Terrain/TEC/Miscellaneous
III.
Specific Games/Modules
IV.
Optional Rules
V.
Appendix: Examples
VI.
Flowcharts and Tables
Editors Introduction:
This file contains both FAQ, errata items, samples of
play, optional rules, internet links and everything related
to Panzer Grenadier. Originally the point of this file is to
be as thorough as possible in, but avoiding redundancies
and wordiness. It has evolved into an unofficial players
guide and looks to continue with new ideas related to the
game system.
Please dont let the length of this document turn you
away from the game. It is offered purely as an optional
reference for players everywhere.
If there are revisions that you feel are need please
posting them to one of main Panzer Grenadier forums.
This will allow you ideas to be seen, reviewed and most
likely added to this document. If you feel that you need
to get an official rules view please email Avalanche Press
directly and you will get an answer from the gurus.
Remember to post on the forums for all to see and so it
can get added to this document.
This has been made possible by all the players that
visit the Consimworld, Boardgame Geek, and Yahoo
groups websites. Thanks to all for you contributions.
Special thanks for Peter McCord for starting this
document as FAQs, Doug McNair for answering all the
emails and clarifiying the rules and Avalanche Press for
producing the Panzer Grenadier game system.
Players Guide
Components: Trucks
Note that Trucks can be fired at as armored targets, by AT
weapons: you treat the truck as if it were armored with a
rating of -1. Thats negative 1.
Components: Portees
(Applicable only to Desert Rats, Afrika Korps and South
Africa. Possibly later UK modules may see more):
Portees move like trucks and are targeted like trucks,
but they are not transports, which means they cant
carry anything else besides the gun, and they stack as
a combat unit. Each Portee unit is a gun and a truck
combined. When listed in OOB, they come together,
in addition to any trucks listed in that scenario. A
Portee assaults with the same restrictions/leadership
requirements similar to an APC.
Components: Prime Movers
Prime movers are Mechanized, and can only carry
artillery, anti-tank and anti-aircraft units (not mortars or
any infantry, MGs, etc.). They may carry leaders.
1. The German Skdfz 9 is unarmored and treated like a
truck (armor value minus 1), except for the above.
2. The German Skdfz 7 is armored, and treated as an
truck, except for the above, and the fact that it is
armored (at 0).
3. The Soviet KMS is armored and has a combat value,
so treat it as an armed APC, but adding the prime
mover limiations above.
4. The Slovak Praga is a Prime Mover.
Components: Wagons
1. Wagons move on the TEC as foot units (not
motorized).
2. However many scenarios have river crossing
numbers for wheeled units: this includes wagons.
3. So even though wagons arent motorized, wagons
cross major rivers as wheeled in scenarios that use
that term.
4. Wagons cross minor rivers as foot.
5. Wagons are transports.
Components: Open-Topped Vehicles
1. Open-topped vehicles suffer from 7.61 (they are still
immune to M/M1/M2 results from DF or IF, but X
Players Guide
Movement
Q: Can I move units as a stack?
A: Not combat units/trans/AFVs/APCs/ACs. Only
leaders move with other units. Except for leaders, all
other units move individually.
Players Guide
Leaders: Modifiers
Q: If I have a squad in a hex with a leader with zero
morale modifier. Next to this hex is a leader with a 2
morale modifier. Can I use the leader adjacent to modify
the squad if they get a morale check combat result?
A: Yes. You can add the modifier from any leader you
want. However you can only add the modifier from a
single leader, and you may do so from the same hex or
adjacent for morale checks as well as assisting recovery.
Disrupted leaders can only activate/assist morale
checks/assist recovery within their own hex, not
adjacent hexes (3.12 and 6.53).
Note: Leaders dont have to activate to assist morale
checks, but they do have to activate to assist
recovery.
Spotting
Q: An AT gun and an artillery unit are in a town...the
Artillery unit fired and is now spotted but the AT gun is
not. On an attack into the town does the unspotted AT
unit still suffer the column shift as the target is actually
the artillery unit?
A: First, because the hex is spotted it can be fired upon.
Secondly, all units in the hex are potentially affected
(depending upon fire type: IF and DF affect the whole
Players Guide
Players Guide
fire, first fire (12.43) for assault. All U.S. units want to
attack into the town.
Q1: as the U.S. units move into the town, does the
German get to use opportunity fire?
A: No, you cannot opportunity fire into an assault hex.
Q3: Assume that all U.S. units get into town in good
order. The Americans attack with 15 DF points and the
Germans get a two column shift in their favour for being
in town?
A: Germans will have first fire, so they conduct their
assault roll first and resolve all their effects before the
U.S. units can fire back. The U.S. assault will get a -2
column shift as the Germans are in a town.
Players Guide
Players Guide
Morale: Recovery
Q: I have a Disrupted German leader (morale mod of 1)
and a Demoralized reduced Gren platoon in the same
hex. I activate both the unit and the leader (to assist their
recovery roll - which he can even though he is disrupted
because he is in the same hex) Can the leader also make a
Recovery roll for himself- or is his activation used up
by supporting the Recovery of the unit?
A: Yes. A disrupted leader may recover and assist
recovery in the same activation (in the same hex). A
demoralized leader may not. (Hes unable to assist
recovery 6.53 - he is unable to activate units in his own
hex 3.12 and only units activated by a leader may benefit
of this leader moral modifier for recovery 6.52).
Q: In an assault hex I have a Demoralized Gren unit and
a Disrupted Leader. In the German activation I activate
the hex with the leader supporting the unit in Recovering.
The unit fails to recover and so has to flee from the
combat. The leader has to flee with them as he assisted
their recovery, correct?
A: No you have to choose. (see 6.52) If the leader is good
order he may choose to move with the unit. If hes
disrupted he can move with the unit but must become
demoralized.
Q: If a unit is demoralized, and is suffers another direct
fire attack, which forces another morale test, if they
successfully pass the new moral test, do they become
disrupted, or stay demoralized?
A: In your example if the demoralized unit passes the
moral check it stays demoralized. It will have to
successfully make a rally during its activation to try and
improve morale to disrupted.
Players Guide
f.
3) Demoralized units attempt to recover:
a. If you recover (roll LESS THAN your current
demoralized morale) you remain in place and are
upgraded to disrupted.
b. If you roll a natural 2 you recover to good order
(not disrupted).
c. If you fail (roll equal or greater than your
morale) you flee. Go to step 4, 5 or 6 to flee.
4) Fleeing unit already in a safe hex
a. remain in place
b. marked as activated
c. still demoralized
goto 4b.
Players Guide
A: Yes.
Q: Is it true the only impact on combat for light woods is
II.
Terrain/Miscellaneous
10
Players Guide
11
III.
Specific Games/Modules
General FAQ
Trucks: a vast majority of scenarios say trucks dont
count as step losses for initiative (and quite often for
victory as well). Take that at face value. In other words,
if such a phrase does not appear, then trucks do count for
either initiative or victory, as the case may be.
Beyond Normandy Clarifications
1. All British AFV units have inherent tank leaders and
are efficient.
2. Hedges provide a -1 column shift for direct fire and a
-1 drm for anti-tank fire.
3. The note about hills and increased spotting range on
the back of the scenario book is wrong. Each
elevation level adds six hexes for spotting (as
correctly stated in the special rule for hills).
4. All woods hexes in Beyond Normandy are light
woods. The values on the back of the scenario book
are correct.
5. The maps are not numbered: Map #1 has the towns
of Tourville, Gavrus and Coeville. Map #2 has Hill
112 & the towns of Fontaine-Etoupefour & Versoz.
Map #3 is the small map with St Mauvieu on it.
6. SS 105mm guns should have white, indirect fire
values.
7. German halftracks have an armor value of 0.
8. British Bren carriers should all have a movement
value of 7.
9. Terrain effects are not cumulative for Towns/Woods
hexes. Use the Town effects.
10. SS PZIVH tanks should have a movement of 8.
11. Scenario 15: The British off-map artillery value chart
should be the same as in Scenario 14.
12. Scenario 1: The OOB calls for an SS 50mm but no
such counter exists. Use the non-SS 50mm.
13. Counters: The British trucks have the same DF
values as the British APCs, 6-5. It is a typo, use
normal truck values.
14. On map 3 there is a bridge symbol on the hexside
between 1609 and 1709 that is incorrect. The bridge
should be rotated 90 degrees so it crosses the river,
not the road.
Q: In Beyond Normandy, is a unit behind a hedge
considered to be in limiting terrain? Is a unit at a higher
elevation considered to be in limiting terrain if a unit at a
lower elevation is trying to spot it?
A: Yes and yes.
Players Guide
12
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
Players Guide
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
13
Players Guide
3.
4.
5.
Sinister Forces
1. Scenario 2: The setup instructions should read: the
Russians can setup anywhere east of the river, and
the Romanians setup anywhere west of the river
outside of Russian direct fire range.
2. Scenario 3: The scenario is 10 turns, not 12.
3. Note: SF Special Rules indicate SS do NOT get
inherent tank leaders. Add the following:
a. Scenario #27- 6 German Tank Leaders
b. Scenario #28- 4 German Tank Leaders
c. Scenario #29- 2 German Tank Leaders
4. Scenario 15: change the Germans' set-up restrictions
to "two combat units per hex". Allow partisans to
keep their movement at 2 in spite of the snow.
Q: Can the SS and NKVD leaders command all units of
their respective sides? That is, can NKVD leaders
command regular army units? Can regular army leaders
command NKVD units?
A: Unless theres a scenario special rule forbidding it,
yes. There are sometimes for German Army-SS
combinations, Im pretty sure there are none for the
Soviets, if so not often, and I think partisans always have
NKVD leaders. Its not the same social dynamic on each
side of the line.
Red Warriors
1. In scenario 2, Add 2 tank leaders to the Soviet OOB.
14
6.
7.
8.
9.
10.
11.
12.
must use the engineer when you have them per 5.7 of
the series rules...bigger rivers, tougher to cross, etc.).
Scenarios 37 and 73 dont have rivers listed. In both
cases they are minor rivers.
Scenario 24: The Soviet 1st Motorized Division
enters anywhere along the east edge.
Scenario 8: lists the 1st turn as 2030 but the special
rules list visibility for 2000. Scenario should start at
2000.
Scenario 112: The modifier for Tiger movement is a
negative die roll modifier (not positive). In other
words, moving off-road is more difficult, not less.
Scenario 1: Instead of using boards 8/3/1 use boards
8/3/2. The scenario lists the Soviets as 1xLTCOL,
4xCPT, 3xLT, but the correct listing should read 1x
LTCOL, 3xCPT, 4xLT.
Scenario 11: Romanians have no wagons. Set up is
correct.
Scenario 90: Setup: Map 8 should be Map 2.
Scenario 56: Correction: Soviets receive victory
points for exiting the WEST (not east) edge.
Are the Countersheets "4" from Road to Berlin and
Eastern Front interchangeable? Yes.
All SS 75mm IG guns are direct fire weapons, not
indirect as the counters specify.
Blue Division
1. Free bonus Eastern Front scenario, Red Fury and
Spanish Blues: give the Soviets Two Tank leaders.
Editors Note: APL took down the online link.
Scenario is a VERY small chunk of the massive
scenario found in Blue Division, #15 Las Tropas me
Abandonan (which has its own, correct number of
tank leaders).
2. Scenario 18: add two Soviet tank leaders.
3. Some scenarios require Soviet Penal units. These are
available in Red Warriors and/or Heroes of the Soviet
Union.
4. Scenario 11: Remove the scenario special rule #2
saying the Soviets lose 1 level of initiative for every
seven steps lost. Their initiative starts at 0.
South Africa
1. Scenario 3. (which uses pieces from Desert Rats):
The Italian setup lists a 75mm Portee and a 77mm.
There are no 75mms listed under Desert Rats Portee
rules, and there are no 77mm units either (they exist
only in Afrika Korps). If you dont own AK,
substitute a 47mm Portee and a regular 75mm,
respectively. If you do own AK, use the units as the
scenario indicates.
2. Surrender Rule. Certain units listed in the special
rules of some scenarios are subject to elimination
through the surrender rule. The surrender rule is
triggered whenever an active, undemoralized enemy
unit with direct fire values starts its activation
adjacent to or in the same hex with one or more
demoralized units that are subject to elimination
through the surrender rule. At that time, the inactive
Players Guide
5.
6.
7.
8.
9.
Desert Rats
1. Scenario 48: The scenario requires 12 Grants. Two
numbers were transposed in this scenario. 2nd
Armored Brigade should actually have 7 Crusader I
and 6 Grants, not the reverse.
2. Scenario 5: Libyan Defiance. The victory conditions
on sentences one and two contradict each other,
ignore the second sentence.
3. Scenario 9: Like Scenarios 10 and 11, setup requires
two sets of counters (or AK counters).
4. Scenario 3 add 4xBritish Tank leaders
5. Scenario 40: add the following to the German victory
conditions Or no British units remain on the map.
6. Scenario 35: Hill in 2005/2006 should be 2006/2007.
7. Surrender Rule. Certain units listed in the special
rules of some scenarios are subject to elimination
through the surrender rule. The surrender rule is
triggered whenever an active, undemoralized enemy
unit with direct fire values starts its activation
adjacent to or in the same hex with one or more
demoralized units that are subject to elimination
through the surrender rule. At that time, the inactive
player must roll two dice, and if the dieroll is higher
than the current morale of his highest-morale unit in
the subject hex, ALL units and leaders in the hex
(whether demoralized or not) immediately surrender
and are eliminated. If the dieroll is lower than the
morale of the unit with the highest current morale in
the subject hex, there is no surrender and the inactive
units are unaffected. The active units that forced the
surrender roll can take all normal actions during their
activation, whether the enemy units surrendered or
not.
So, that means that a moving tank (or other moving
15
Players Guide
No Entries.
Arctic Front
1. Terrain Clarifications (also apply to Edelweiss and
Lions of Finland): "Light Forest" is just another
name for Woods (in other words, no change). "Heavy
Forest" has the same combat effect(s) as "Light
Forest" (ie Woods). But spotting is 1 hex (instead of
3) and movement is 3 for foot (instead of 2) and
prohibited to vehicles (instead of 4 or 5).
2. Scenario 5: Christmas Morning has one Finnish Tank
Leader, but there are not any tanks in this scenario,
so the tank leader is ignored/not used.
Arctic Front (Expanded Edition)
1. In scenario #36, Warranty Revoked, the Finns should
receive 3 tank leaders.
Lions of Finland (the precursor to Arctic Front)
No entries.
March On Leningrad
2. Scenario 10: The missing German information
should read: Morale 8/7, Initiative 4, Off board
artillery 3x16.
3. Scenario 2: I see there are 2 x 88mm Flak Guns but
only 1 x prime mover shown. Should there be 2 x
sdkfz prime movers instead? Or should there be only
1 x 88mm?
Add 1 prime mover to the German OOB.
Seige of Leningrad
No entries.
Edelweiss
1. Counters: German H38 tanks should have an antitank value of 2-4.
Iron Curtain
16
Players Guide
17
Secret Weapons
No Entries.
Campaigns & Commanders
The Service Record charts can be downloaded from the
following link:
http://www.avalanchepress.com/campaigns_and_comma
nders_preview.php
Page 9 is misprinted. Half way down the left column the
text shifts to the top of the right column down to the Nine
Live section at which it shifts back to the left side.
Panzer Lion
1. module rules, #7, the JSU-152 is not an Open-top
AFV.
Kokoda Trail
1. With the role playing leaders, replace you can only
substitute your leaders for those of equivalent or
lower rank in a scenario with you can only
substitute your leaders for those of ANY rank in a
scenario
2. Q. One of the medals the Australians can get in
Kokoda requires that a unit the leader activates in an
assault destroys a tank step. Unless I missed
something, there are no tanks in any of the Kokoda
campaign scenarios, so it looks like this medal isnt
achievable. Is there an alternate way to get the
medal?
A. Good catch! I copied that straight out of The
King's Officers, since the medal is available for
all British Empire leaders. Since the deadliest
thing in Kokoda Trail is probably HMGs, say
you can get it for destroying an HMG step.
Aachen 1944: Germany Invaded
1. The M10 should be listed as an open-top AFV.
1940: Fall of France
1. There are three types of fields, examples are
2. Motorcycles cannot enter roadblocks, they must
dismount and change to INF platoons to enter a
roadblock hex. Once dismounted they cannot
remount.
3. Scenario 13 Lords of Steel, French Major should
be a Commandant.
4. Scenario 20 Early Montcornet, French Major
should be a Commandant.
5. Scenario 23 Unstoppable Force, French Major
should be a Commandant.
6. Scenario 28 They Shall not Pass! should have a
PzIVa instead of PzIIIa
Players Guide
http://www.avalanchepress.com/images/2007/Romanian_trans
port.pdf
IV.
--- Spanish
Download Links
http://www.avalanchepress.com/images/2008/Blue_Division_
Wagons.pdf
--- Finnish
http://www.avalanchepress.com/pdf/tank_leaders.pdf (Please
see my corrected attachment)
http://www.avalanchepress.com/pdf/Finnish_Strongpoints.pdf
http://www.avalanchepress.com/pdf/arctic_front_artillery.pdf
http://www.avalanchepress.com/pdf/ArcticFront_Finns.pdf
http://www.avalanchepress.com/pdf/BorrowedTanks.pdf
--- US
http://www.avalanchepress.com/images/2007/U.S._Strongpoint
s.pdf
http://www.avalanchepress.com/pdf/GuadalcanalNaval.pdf
http://www.avalanchepress.com/images/2008/S_Africa_Trucks
.pdf
--- Austrian
http://www.avalanchepress.com/pdf/austrianleaders.pdf
http://www.avalanchepress.com/pdf/hopeless_artillery.pdf
http://www.avalanchepress.com/pdf/guadalcanal_lvt.pdf
--- Dutch
http://www.avalanchepress.com/daf_m39.php
--- German
http://www.avalanchepress.com/images/2008/Alternate_Tigers.
pdf
http://www.avalanchepress.com/pdf/EdelweissNewCtrs.pdf
---Peruvian
http://www.avalanchepress.com/pdf/Peruvian_markers.pdf
--- Multinational & non-national
http://www.avalanchepress.com/pdf/french_ss.pdf
http://www.avalanchepress.com/pdf/BulgeCtrs.pdf
http://www.avalanchepress.com/pdf/Soviet_Polish_Strongpoint
s.pdf (Soviet, Polish)
http://www.avalanchepress.com/pdf/DAF_M39.pdf (also
Dutch counters)
http://www.avalanchepress.com/images/pdf/PG_Cav_Leaders.
pdf (Soviet, German)
--- Italian
http://www.avalanchepress.com/pdf/trucks_of_berlin.pdf
(Soviet Guards, SS)
http://www.avalanchepress.com/pdf/fronterusso_italians.pdf
http://www.avalanchepress.com/images/2008/Blackshirt_Coun
ters.pdf
http://www.avalanchepress.com/images/2008/More_Strongpoi
nts.pdf (German, Romanian)
http://www.avalanchepress.com/pdf/Wagons.pdf
http://www.avalanchepress.com/images/2007/Desert_Rats.pdf
(Italian, Italian Colonial, German AK, New Zealand, Indian)
http://www.avalanchepress.com/pdf/FascistTanks.pdf (needed
for Divisione Corazzata)
http://www.avalanchepress.com/pdf/BeyondNormandyNewCo
unters.pdf (British, SS, German)
http://www.avalanchepress.com/pdf/Airborne_Tanks.pdf (US,
British)
--- British
http://www.avalanchepress.com/pdf/BritishArtillery.pdf (New
Zealand, Australian, Indian, US Marine)
http://www.avalanchepress.com/pdf/17-Pdr.pdf
http://www.avalanchepress.com/pdf/UpgunnedFirefly_BN.pdf
http://www.avalanchepress.com/pdf/elsenborn_artillery_marke
rs.pdf (US, SS, German)
http://www.avalanchepress.com/pdf/guadalanal_artillery.pdf
(US Marine, Japanese)
http://www.avalanchepress.com/images/2008/Achilles.pdf
--- Romanian
http://www.avalanchepress.com/pdf/desert_rats_artillery.pdf
(German, Italian, British, Indian, New Zealand)
http://www.avalanchepress.com/pdf/RomanianAir.pdf
18
Players Guide
http://www.avalanchepress.com/pdf/1940_markers.pdf
(German, French)
http://www.avalanchepress.com/pdf/battlegroups_counters.pdf
http://www.avalanchepress.com/pdf/bg_us_army_mat2.jpg
http://www.avalanchepress.com/pdf/wires_and_ditches.pdf
http://www.avalanchepress.com/pdf/bg_soviet_mat2.jpg
http://www.avalanchepress.com/pdf/Pontoon-Bridges.pdf (
http://www.avalanchepress.com/Pontoon_Bridges.php )
http://www.avalanchepress.com/pdf/bg_germans_mat2.jpg
http://www.avalanchepress.com/pdf/pg_supply.pdf (
http://www.avalanchepress.com/panzer_supply.php )
http://www.avalanchepress.com/pdf/zpfile001.pdf (
http://www.avalanchepress.com/PG_AssaultVariant.php )
http://www.avalanchepress.com/FR_Scenario43.php
http://www.avalanchepress.com/images/2009/Berlin_markers_
front.pdf
http://www.avalanchepress.com/images/2009/Berlin_markers_
back.pdf
http://www.avalanchepress.com/FR_Scenario44.php
http://www.avalanchepress.com/FR_Scenario45.php
http://www.avalanchepress.com/FR_Scenario46.php
http://www.avalanchepress.com/images/2009/PG_desert_mark
ers.pdf
http://www.avalanchepress.com/pdf/bluediv_fronterus_artillery
.pdf
http://www.avalanchepress.com/pdf/beyond_normandy_artiller
y.pdf
http://www.avalanchepress.com/FR_Scenario47.php
Alaska
http://www.avalanchepress.com/Kiska_Evacuation.php
V.
Optional Rules
Fog of War
This optional rule (17.4) is highly recommended. Instead
of rolling 3d6 (for 16+) you might instead roll a d20
(with the turn ending only on a 20), if you feel that saves
time or dice rolling.
http://www.avalanchepress.com/pdf/panzer-grenadierartillery.pdf
http://www.avalanchepress.com/pdf/PG_markers.pdf
http://www.avalanchepress.com/pdf/PG_woods_markers.pdf
http://www.avalanchepress.com/pdf/AK_civilian_markers.pdf
http://www.avalanchepress.com/pdf/PG_swamp_markers.pdf
http://www.avalanchepress.com/pdf/Cassino_Player_Cards.pdf
19
Players Guide
for the owning side. The artillery factor may begin firing
again on the turn after it recovers.
Artillery Spotting
20
Players Guide
http://www.avalanchepress.com/Battlegroups.php
Pontoon Bridges
http://www.avalanchepress.com/Pontoon_Bridges.p
hp
Tank-killing artillery
http://www.avalanchepress.com/Tank_Killers.php
Assault variant
http://www.avalanchepress.com/PG_AssaultVariant.
php
Fast Combat
http://www.avalanchepress.com/BlitzCombat.php
House rules on PG Yahoo Groups
http://games.groups.yahoo.com/group/panzer_grenadier/f
iles/House%20Rules/
21
Players Guide
1. Activation
Types of Activations
2. Unit Actions
Movement
In one action, the Lt. Colonel can activate all the units
through subordinate activation.
AFV Leader
22
Players Guide
Spotting
Note - In all examples both units are consider NOT to
have fired and blown their cover.
23
Players Guide
see the Soviet unit due to limiting terrain, but the Soviet
can see the German in the clear ground hex.
24
Players Guide
25
Players Guide
FLEEING FLOWCHART
SAFE HEX DEFINITION (see 14.31): Any hex where a unit could not be harmed by any potential enemy firer with the appropriate
fire type, either AT or DF (but not IF), within range, LOS and spotting abilities. It does not have to be a town or woods hex, but
those hexes are a priority destination while fleeing.
START
Demoralized
unit rolls for
recovery
Pass
Fail
NO
NO
Does the unit have 0 or
T as its printed
movement value?
Did
unit
just
exit an
assault
hex?
Unit may
take assault
fire if no
rear guard
YES
Remain in
new hex
Demoralized
STOP
either
1a or 1b is
possible (unit
moves into
the hex that
satisfies 1a
first, else 1b.
Obey 2 if
possible)
Unit Remains
in Hex
Demoralized
STOP
YES
Is the unit in a
Bunker or
Entrenchment
?
NO
YES
Unit is
eliminated
STOP
NO
NO
Unit ends
activation
in hex
Demoralized
STOP
YES
both
1a AND 1b
are not
possible
(unit does
not move)