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5. Sequence of Play

5.1 Game Turns

Games are played in a series of turns. Each turn is divided into two Player Segments and an End of Turn Segment. Each Player Segment is further divided into a number of Phases. A turn ends after the End of Turn Segment, and a new turn begins unless the previous turn was the last turn of the game (per the scenario).

5.2 Initiative

The scenario will indicate which player starts the game, assuming the role of Player A for the remainder of the game.

5.3 Player A Segment

Player A takes his turn, following the Phase sequence outlined below.

5.31 Command Phase

Player A automatically rallies all of his pinned units, flipping them to their face-up, unpinned side. Player A places all Artillery Barrage and Fighter-Bomber missions he is using this turn in their target hexes, then resolves those attacks accordingly. Player A may have infantry units which are located in the same hex exchange or transfer support weapons. Player A may split any of his squads into two half squads of the same type, or combine two half squads into a squad, if the units are located in the same hex with a leader.

5.32 Fire Phase

Player A may fire with any of his units. Player A may opt to fire smoke, in lieu of an attack, with any of his eligible AFV, Gun or mortar units. Units that fire are marked with a Fire marker.

5.33 Movement Phase

Player A may move any of his units that are not marked with a Fire marker. Units that move are marked with a Move marker after their move. Infantry units may place Smoke (see 11. Smoke) before starting their move. Player A declares if any moving infantry units are conducting an Assault Move (see 6.4 Infantry Assault Movement), and marks them with an Assault Move marker. Assault Move markers are removed when a unit concludes its move, and replaced with a Move marker. Player A declares and resolves any Armor Overrun attacks (see 19. Armor Overruns).

Player B may Opportunity Fire (see 13.8 Opportunity Fire) at any of Player A's units that are moving within range and Line of Sight (LOS) of any of his units. Units that Opportunity Fire are marked with a Fire marker. Infantry units with an MG that Opportunity Fire may establish a Fire Lane (see 13.9 MG Fire Lanes). Fire Lane markers are removed from the board once all movement and opportunity fire attacks have concluded.

5.34 Defensive Fire Phase

Player B may fire with any of his units not marked with a Fire marker. Units that fire are marked with a Fire marker.

5.35 Advance and Assault Phase

Player A may advance his units (any type of unit) one hex, regardless of terrain cost (unless the unit is prohibited from entering the hex), even if marked with a Move or Fire marker.

Infantry units not advancing may conduct a close assault versus an adjacent, enemy occupied hex, even if marked with a Move or Fire marker.

5.36 After-Action Phase

Player A may attempt to Rally any of his pinned units (see 14.8 After-Action Phase Rally Attempt). Both players remove all Move and Fire markers from their units. Smoke 1 markers dissipate and are removed from the board, and Smoke 2 markers are replaced with Smoke 1 markers. Any active snipers (see 17. Snipers) may be withdrawn from the board.

5.4 Player B Segment

The Player Segment is repeated, in the order above, by Player B.

5.5 End of Turn Segment

The Turn marker is advanced to the next turn on the scenario card, unless the previous turn was the last turn of the scenario.