From F&M 13 OFFICIAL Rule Clarifications Question: Is the cost to enter a crest hex in rugged terrain 2 M or 4 MP? Answer: 2MP. Q. Do anti-tank units count as artillery? A. No. Q. There is a contradiction between rules and Combat Results Table. On D Elim, does attacker roll die for MPs advance after combat, or does he only get to advance into defender's vacated hex? A: He rolls die. Q. Must units advancing after combat stop in enemy Zone Control ? A: Yes, except where movement rules allow Zones of Control be ignored. Q: On D1 result, may attacker advance into defender's vacated hex? A: Yes. Q: Must units advancing after combat follow retreating defender's path? A: No, except first hex must be defender's vacated hex Q: If defender is eliminated because he cannot retreat far enough (say, on D4 result if he can retreat only 2 hexes), how far may attacker advance? A: One hex less than D result from CRT. Q: On A Elim and Exchange results, are defensive artillery points included in count of Combat Factors attacker must match ? A: No. Q: Are enemy Zones of Control negated by presence of friend units for purposes of retreat after combat: A: No.