This taken from the TacOps Gazette:
"My quoting to you the basic and terrain modified movement rates used in the code for the various types of units would probably not be very helpful. A better approach would be for you to setup a test game and to experiment with giving orders to the three basic classes of ground units (tracked, wheeled, foot) to move along roads, go cross country, thru woods, etc. Observe how much ground a given class of unit can cover on your screen in one or two minutes. Use an index card for each class and mark the distance along one side that that type of unit can travel in woods terrain. Mark another side for clear terrain, roads, etc. The markings that you develop will be good guides for planning but remember that things like firing and being suppressed will usually cause units to cover less ground per minute. You can also see approximately how long it will take for a unit to get to a given waypoint in its future movement path by clicking on the little black button in the box labeled "Orders" in the orders window. Doing so will display a time next to each waypoint on the map - see Users Guide page 26."
I actually did this, but I no longer have the info, otherwise I would send it along- sorry. The roads depicted on the maps that originally come with the game are basically open terrain. In the Map Maker, you can default all woods/urban terrain to Rough 2- this can be used as a general rule of thumb. Be aware that by applying Rough values to roads, other than "open," will also make units more difficult to hit, as well as slowing down movement. I guess you could rationalize for or against this being a good thing (a vehicle bouncing up and down on a narrow, muddy, country lane may be harder to acquire and hit, but OTOH it is easier to see than if it were moving through woods of the same roughness value...