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5

SEQUENCE OF PLAY

 
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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
 
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
5.2.2
Second player fires any units that did not move more than half speed in their last movement phase
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
5.2.5
First player fires any units that did not move more than half speed in their last movement phase
5.2.6
Second player fires any units that did not move more than half speed in phase 5.2.4
     
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

AB40In encounter games the two sides' reconnaissance capabilities are compared, as the number of elements in recce units only, regardless of points' values, expressed as a ratio. A section, half section or number of sections in one vehicle, combined, count as one element if close recce. Long-range recce add 50% to this total.
E.g. an Italian force has a regimental close recce platoon of 3 infantry sections on motor cycles, along with 2 regimental LLR platoons of 5 AB-40 armoured cars, for a total of 13 elements, plus 5 for the LRR. Opposing them are a Russian light tank platoon of 3 tanks with a motor cycle platoon similar to the Italians', for a total of 6, but all close recce. The ratio of elements is therefore 18:6, or 3:1.

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.
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.
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.
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.
5.4.7
Any lesser ratios mean the players roll dice for the choice of entry side and the other moves first.
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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Index
Introduction
Scales
Game Requirements
Pre-Game Reconnaissance
Sequence of Play
Orders
Command Control
Movement
Visibility and Hearing
Acquisition
Direct Fire
Direct Area Fire
Indirect Area Fire
Smoke
Night Fighting
Morale
Suppressed, Neutralised...
Aircraft Operations
Airborne Operations
Engineering & Mines
1:200th Scale
Points Values
Ammunition
Army lists & playing aids