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5 |
SEQUENCE OF PLAY |
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| On this page 5.1 Initial phases carried out by both players 5.2 Phases carried out sequentially 5.3 End of period phases carried out by both players 5.4 Initiative |
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| 5.1 | Initial phases carried out by both players | |
| 5.1.1 | Request or note the arrival of aircraft, plotting any flight paths required | |
| 5.1.2 | Request and plot indirect area fire | |
| 5.1.3 | Carry out other communication between units | |
| 5.1.4 | Declare or note any units on AA overwatch | |
| 5.1.5 | Resolve any indirect area fire plotted to arrive this period | |
| 5.2 | Phases carried out sequentially | |
| 5.2.1 | First player lays or
removes SD screens and moves any or all of his units as required, testing
morale for those that will close assault or break cover under fire |
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| 5.2.2 | Second player fires
any units that did not move more than half speed in their last movement
phase |
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| 5.2.3 | First player fires any units that did not move more than half speed in phase 5.2.1 | |
| 5.2.4 | Second player lays or
removed SD screens and moves any or all of his units as required, testing
morale for those that will close assault or break cover under fire |
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| 5.2.5 | First player fires any units that did not move more than
half speed in their last movement phase |
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| 5.2.6 | Second player fires
any units that did not move more than half speed in phase 5.2.4 |
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| 5.3 | End of period phases carried out by both players | |
| 5.3.1 | CAP interceptions. Aircraft moved to their attack positions. Carry out AA fire and air strikes | |
| 5.3.2 | Test morale of both side’s units as required | |
| 5.3.3 | Suppression, dispersal and neutralisation marker removal | |
| 5.4 | Initiative | |
| 5.4.1 | In attack/defence battles, the attacking player is the first player. | |
| 5.4.2 |
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| 5.4.3 | If a ratio of than 3:1 or greater is achieved, the player may decide which side
of the table to enter from and whether to move first or second. If he has
used at least some LRR he may also
elect to send any logical part of his main force on from one flank after a
certain number of turns, as decided by him and kept secret until the time of
arrival. If he has no LRR he may choose to keep part of his force off table
as a reserve which may then be sent to a flank after contact has been made,
taking the number of turns taken to travel the distance along the table
edges before arriving. |
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| 5.4.4 | If a ratio of more than 2:1 and less than 3:1 is achieved, as above but the
other player is informed of the flanking move 1 turn in advance of its
arrival for every 0.2 less than 3:1 (2.8:1 = 1 turn, 2.6:1 = 2 turns, etc.). The
size and nature of the flanking force may only be reported after any
intercepting recce elements have left the table or, of course, when it
arrives in sight. |
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| 5.4.5 | If a ratio of more than 3:2 and up to 2:1 achieved, the player may decide which side
of the table to enter from and whether to move first or second, but no outflanking is possible. |
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| 5.4.6 | If a ratio of 3:2 is achieved, the player may decide which side
of the table to enter from or whether to move first or second. |
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| 5.4.7 | Any lesser ratios mean the players roll dice for the choice of entry side
and the other moves first. |
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| 5.4.8 | In sections 5.1 and 5.3
either player may carry out the actions first within each phase, as is most
logical or practical. |
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Sequence of Play |
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