Sequence
of Play
Sequence of Play (the following 9
steps, or phases, constitute one game turn)
1. SIGHTING PHASE
Players determine which enemy units are within range and line of sight (LOS). Judges
determine line of sight to hidden units and arbitrate disputes. If a line of sight is
unresolvable by a judge to the satisfaction of both parties it should be settled with a
roll of the dice.
2. ORDER PLOT PHASE
Players secretly write brief orders for each unit in their command for the current
turn (or one turn ahead if special radio rules apply) on their order plot sheets.
3. CLOSE ASSAULT PHASE
Plotted close assault combats are announced and resolved. Plotted orders for the unit
under attack are ignored, unless it is "Close Assault." Orders for a unit under
close assault are ignored for the remainder of the turn. Close assault movement can
trigger opportunity fire (however, if fire is taken, no other may be taken this turn).
4. OVERRUN PHASE
Plotted overrun orders are announced and resolved. Overrun movement can trigger
opportunity fire (if fire is taken, no other fire may be taken this turn). Previously
plotted orders for the unit under attack are ignored for the remainder of the turn.
5. DIRECT FIRE AND ON-BOARD INDIRECT FIRE PHASE
Each player executes plotted, direct fire against specific targets. Smoke fired in this
phase takes effect prior to Sighting for the next turn. Direct, line of sight on-board
indirect fire is also taken now. All fire is simultaneous.
6. MOVEMENT AND OPPORTUNITY FIRE PHASE
Players execute all plotted movement that has not been canceled by previous phases. All
movement is simultaneous. Plotted opportunity fire is taken at this time. Movement must be
followed as plotted. No reaction to an opponent's or comrade's move is allowed unless
actually plotted beforehand.
7. ARTILLERY IMPACT AND AIRCRAFT PHASE
Spotted on-board indirect fire and off-board artillery fire impacts, as plotted, in the
current turn. A delay may be imposed as decided by the judge, as long as this is spelled
out ahead of time. The normal waiting period between plotting off-board artillery fire and
impact is one turn.
8. FINAL FACING AND TURRET ADJUSTMENT PHASE
The players now turn all units with pivot orders and adjust turret facings up to the limit
allowed on the individual cards ("turret turn"). Once this phase has passed, no
pivots or turret turns may be made.
9. FIRE AND SMOKE PHASE
Smoke fired during the current turn takes effect and any fires burning have the chance to
spread or diminish. Smoke lingering from the previous turn is "rolled" once in
the wind direction.
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