Militia and how our gaming group moves them.
OK, militia move at one half movement per turn. How do we represent that on the hex board? well, how we have done it instead of 'ready' and 'unready' is to treat the lines between hexes as place where 1/2 movement can be placed. Consider the illustration below.
Think of the line between hexes to be the progress of the unit with fractional movement.
Company A is moving out of the urban area. This company is 3/4 into the plains and thus have no defensive bonus from the city since it is less than 75% in the city. It takes 4 turns to move out of the city into plain ground. Company A's defense is 1.
Company B is 3/4 in the city, gains the defensive bonus from being in the urban sprawl and is 1/4 into the plains. Company B's defense is 2.
Company C is placed so that is 50% of the way into the forest. It has spent two turns to do this since it takes 4 turns to completely enter the forest. Once all four turns have been spent the militia may board trucks on the road or even walk on the road itself which acts as plain ground. Since this company is less than 75% into the forest there is no defensive bonus. Company C has a defense of 1 in this case.
Company D is in a hex and not in transition. No defensive bonus and thus it's defense is 1.
Company E is placed so that is 75% of the way into the next patch of forest. This next patch, however, has a road running through it. It has spent three turns to enter this new patch of forest since it takes 4 turns to completely enter the next hex of forest. Once all four turns have been spent, the militia may board vehicles on the road or even walk on the road itself which acts as plain ground. Since this company is indicated at least 75% into the next forest and 25% in the last patch of forest both hexes act together and the defense of this Company C is still 2.
Company F is crossing a stream. Since streams offer no impediment to militia it will reach the next hex next turn no matter the 'progress over the line' of the counter since it only takes two turns to enter the next hex.
Treat the line between hexes as however many hexes as you wish equal to the fractional value of the movement. If it takes 4 turns to enter forest, urban area, rubble or swamp, let the counter reflect it's progress. I hope I have made myself clear.