2.0 Sequence of Play
2.1 The Game Turn
A Game Turn is a series of events, the order of which is called the Sequence of Play. Each Game Turn consists of two Player Turns, one for each player. For reference, we call a player taking action in his own turn the “phasing” player; the one taking action during his opponent’s turn is the “non-phasing” player.
A Player Turn consists of the sequence of steps listed below. Each step involves one player or the other—either phasing or non-phasing—taking action. At the end of the second Player Turn, advance the turn marker and begin the process again. The sequence of play must be strictly followed in the order given.
2.2 Outline Sequence of Play
- Pre-Turn Phase
- Weather Determination
- First Player Determination
- 1st Player, Player Turn
- Aircraft Refit Phase
- Reinforcement Phase
- Movement Phase
- Breakout Segment
- Movement Segment
- Air/Naval Barrage Segment (No Artillery Barrages)
- Supply Phase
- Reaction Phase (Non-Phasing Player)
- Movement Segment
- Barrage Segment
- Combat Phase
- Artillery Barrage Segment (No Air or Naval Barrages)
- Combat Segment
- Exploitation Phase
- Movement Segment
- Barrage Segment
- Combat Segment
- Clean Up Phase
- 2nd Player, Player Turn
- Repeat for other player.
- Turn End
2.2b Extended Sequence of Play
- Pre-Turn Phase
- 1st Player, Player Turn
- Aircraft Refit Phase (15.1)
- Refit aircraft (1T/base; 2 aircraft/base level)
- Reinforcement Phase (2.3)
- Movement Phase (see 4.5 for ZOCs)
- Supply Phase (12.0)
- Reaction Phase (non-phasing player; reserve only) (7.0)
- Combat Phase (pay supply 12.4)
- Exploitation Phase (11.0)
- Clean Up Phase (2.3)
- Aircraft Refit Phase (15.1)
- 2nd Player, Player Turn
- Repeat for other player.
- Turn End (2.3)
- Advance turn marker
Note: Combat steps for the phasing player are in red while those for the non-phasing player are in blue.
2.3 Narrative Sequence of Play
Pre-Turn Phase
Weather Determination Segment
One player, it is irrelevant which, rolls to determine the weather. The weather affects the entire Game Turn.
First Player Determination Segment
Each player rolls two dice. The player with the higher roll elects to be first or second in the Game Turn. Re-roll any ties.
1st Player, Player Turn
Aircraft Refit Phase
The phasing player refits his Inactive air units. Pay 1T per base at which the player desires to refit. At these bases, the player can refit up to two aircraft per base Level. An air base cannot refit aircraft if in an un-negated enemy Zone of Control (ZOC).
Reinforcement Phase
The phasing player places any new units in their entry points according to the Arrival Schedules. He rolls on his Supply Table to determine the number of new Supply Points available and places them on the map. He rolls on his Variable Reinforcement Table (sometimes called the Repl Table) and places any resulting reinforcements on the map. The phasing player conducts Unit Rebuilds and/or Unit Consolidations as desired.
Movement Phase
The phasing player may Breakout any combat units not in trace supply. He then moves his ships and ground units, individually or in stacks, making any voluntary mode changes as each unit starts to move. Restrictions are imposed by mode, supply, terrain, and enemy units. As they move, combat units can conduct overruns, a form of attack made on the move. They can also destroy or damage supply dumps and facilities, as well as build or improve air bases and hedgehogs. Units and supplies can move by rail or sea transport. The phasing player’s Active air units can perform missions throughout the phase: Fighter Sweep, Hip Shoot, and Air Transport/Drop during the movement segment; Barrage in the barrage segment (which is also when naval units execute barrages).
Supply Phase
The phasing player must replenish units with Low or Exhausted internal stocks, if possible. He then determines which of his combat units are in trace supply. Those out of trace must either expend on-map supply or be marked Out of Supply and be checked for attrition.
Reaction Phase
The non-phasing player can move his ships and aircraft and released Reserves. He can destroy supply dumps, but no other destruction or construction-type activities are allowed. Released units can move half their Movement Allowance (or MA) and overrun. The non-phasing player’s Active air units can perform missions throughout the phase: Fighter Sweep, Hip Shoot, and Air Transport in the movement segment; Barrage in the barrage segment (when ships and artillery also execute their barrages). This phase does not have a Combat Segment.
Combat Phase
The phasing player first resolves artillery barrages. Then his combat units make attacks, with restrictions imposed by mode, supply, and terrain. A combat result might cause retreat, advance, or mode change.
Exploitation Phase
The phasing player can move and fight with released Reserves (full MA) and with units in Exploitation Mode (half MA). He can destroy supply dumps, but no other construction-type activity is allowed. The phasing player’s Active air units can perform missions throughout the phase: Fighter Sweep, Hip Shoot, and Air Transport in the movement segment, and Barrage in the barrage segment (when ships and artillery units also execute their barrages). Finally there is a Combat Segment, when eligible combat units can attack.
Clean Up Phase
The phasing player removes all DG and Exploitation markers from his units and removes (or flips) all his Fuel markers. Remove Trainbusting markers generated by the non-Phasing Player.
2nd Player, Player Turn
Repeat the above steps for the second player with the roles reversed.
Turn End
Advance the Turn Record marker and begin the above sequence again.
2.4 Simulcast Turns
Some games contain periods where the major activity is logistical buildup on both sides. These periods can run much faster if both players declare the turn to be a “simulcast” turn and follow these rules:
- Players execute the turn sequence at the same time.
- No combat or barrage is allowed.
- Neither player executes anything which could be construed as an offensive, raid, or any other such activity on land, water, or air.
The goal of the simulcast turn is to speed up the down periods— don’t screw up that goal by attempting to gain some sort of advantage. If you have some operations in mind, don’t agree to the simulcast turn in the first place. However, don’t waste time playing a regular turn for minor reasons.