Game Play Sequence

BASIC GAME TURN SEQUENCE
1) Initiative – LV of CO each side + 1d6 – Winning player initiates phase

2)Pre-Activation – prior to attempting any Activation the phasing player performs the following steps (some are optional):
a) Reposition
<Optional> – all FO/CO if desired – any and all FO/CO may be repositioned (within movement allowance)
b) Unit Morale Resolution <Required>- if required, perform any unit morale checks and remove failing unit(s) If the number of disrupted pieces in a unit equals or exceeds unit Casualty Value a 1d6 must equal or exceed the Unit QV. The roll has -1 for EACH disrupted piece OVER the Casualty Value limit (Leadership may be applied – white cubes).  A failed unit is removed (replaced with unit casualty marker).  If OK proceed to next step
c) Disruption Resolution <Required> – attempt to remove disruption status from all disrupted pieces (1d6 using piece QV) (Leadership may be applied – white cubes). If a roll of one occurs that piece is removed from play and a casualty marker substituted.
d) Disengage from Corner Lock <Optional>- the active player may attempt to disengage any of his pieces that are single corner locked. A 1d6 roll must equal or exceed the QV for the piece (Leadership may be applied – white cubes). If successful the piece is moved back one piece length and can the then be activated as below)
e) Reposition all line command <Optional>- so pieces maintain command/control limits. Remove (as casualty) any combat piece(s) that cannot be maintained under command/control.

3) Activation – select wing, then unit, then number of dice (one of each action up to three) – compare roll(s) to unit QV (Leadership may be applied – white cubes). Activation rolls will determine the next step in sequence (use Activation Table)

4) Action Execution – perform any and all actions for the activated unit. (Non-phasing player MAY have opportunity and/or defensive fire)
a) Perform Actions – movement, formation changes, special actions, ranged weapon fire. (the order in which actions are performed are variable)
b) Resolve Fire Combat (1d6 for giving fire and target pieces + ΔF) (move red cube to unloaded position) (place casualty marker if piece is destroyed)
c) Resolve Close Combat (1d6 for each piece in edge-to-edge contact + ΔC) (place casualty marker if piece is destroyed)

5) FO/CO Special Move – the active FO may have one special move (treated as a unit to be activated). 1d6: 1 or 2 = 1 move, 3 or 4 = 2 moves, 5 or 6 = 3 moves. A CO (not acting as a wing commander) may move 1 move during the activation of EACH  wing.

6) Continue until all desired wings/brigades/units have been activated OR activation fails.

11) Phase Change – the next player runs through game play sequence beginning at step 2

12) Turn Ends – If victory conditions are not met (and turns remain) return to step 1 and begin new turn.

 Situations not covered – Let a simple die roll decide!

(version 11-09-2015)

 

return to Basic Rules of Play