If you want to make the problem hard, consider the case where a green squad, a regular squad and a leader are all moving with the AFV. After spending two MF, the stack splits with the green squad moving into one hex, the regular into another and the leader into a third. How far may the AFV move?
JR
Basically, I would play it that way: "the AFV cannot go farther than the latest Infantry Unit he moved with.."
That would be consist with the exemple D9.31 which states that the AFV gets one additional MF when the Infantry claims a late CX to enter the building. I understand that if the Infantry left ArAs without claiming late CX, or if the AFV moves alone before the Infantry, the AFV assumes it has 4 MF/range equivalent.
In the above case, if the AFV remains alone with the Green Squad, it get only 3MF/Range. If the leader stays in AA, it gets 6...
I don't see any rules clarifying that, so let's kept it simple for the sake of playbility...
Actually, JRs math problem shouldn't be hard by the letter of the rule:
D9.31 ...If Infantry move in a stack with the AFV, that AFV cannot move farther than if it were accompanied by that same Infantry throughout the move -- even if that Infantry fails to end its MPh in the same hex with the AFV.
In other words, the AFV can travel no further than the slowest unit in the stack, as the AFV is required to move no further than that
entire stack could have.
I think the main thing with AA is to imagine that the Infantry which begin moving with the AFV remain with the vehicle throughout the MPh. It is the Infantry's expenditure (or hypothetical expenditure) of MF that dictate how far the AFV can go - regardless of how many MPs it takes the AFV to get there.
For example, moving just one hex into OG might take a normal HS 1MF while the AFV may need several MP to get there (to start, to change VCA, then to move). But regardless of MPs spent so far, the vehicle can only travel 3 MFs worth of MPs further (before considering double-time, road bonus, etc.)...