3. BASIC SEQUENCE OF PLAY

Each Game Turn represents two minutes of actual time and consists of two Player Turns, each consisting of eight Phases. The player capable of movement in his Player Turn is termed the ATTACKER, his opponent is the DEFENDER. A basic Sequence of Play comprising a Game Turn is presented below, and a more detailed version is provided on the Chapter D divider.

3.1 RALLY PHASE (RPh): Both players may attempt to repair weapons, rally broken units, etc. Each unit may attempt only one type of action in a RPh. Q&A

EX: If a squad rallies during its RPh, it may not attempt to Deploy in the same RPh (even if directed by a different leader).

3.2 PREP FIRE PHASE (PFPh): The ATTACKER may fire SMOKE with ordnance/OBA, fire any of his units capable of fire, designate Opportunity Firers, or perform labor tasks. Place a Prep Fire counter on those units which fire, a Bounding Fire counter on Opportunity Firers, and a TI counter on those units which perform labor tasks.

3.3 MOVEMENT PHASE (MPh): The ATTACKER may move any units capable of movement which, during the PFPh neither fired, nor became marked for Opportunity Fire, nor attempted a labor task. Units are subject to the effect of the DEFENDER's First Fire as they move. The DEFENDER places a First Fire counter on any of his units which fire unless it retains a Multiple ROF (9.2).

3.4 DEFENSIVE FIRE PHASE (DFPH): The DEFENDER may fire any of his units that are capable of fire and not yet marked with a First Fire counter at any enemy units currently within their LOS. He places a Final Fire counter on any of his units which fire. He may also fire those units marked with a First Fire counter, but only at adjacent enemy units and only under the constraints of Final Fire. Flip their First Fire markers over to the Final Fire side as they fire. Remove all First and Final Fire counters at the end of this phase.

3.5 ADVANCING FIRE PHASE (AFPh): The ATTACKER's units which did not fire in the PFPh or attempt to perform a task requiring TI status may fire at half FP (see C.4 for ordnance/vehicular fire) [EXC: FT/DC (22-23) and Opportunity Firers (7.25) attack at full strength]. Remove all Prep Fire and Bounding Fire counters at the end of this phase.

3.6 ROUT PHASE (RtPh): Broken units of both sides may seek cover, with the ATTACKER routing his units first (10.5). Units need not rout unless ADJACENT to an enemy unit [EXC: Passengers; D6.1], or if in Open Ground and in the LOS and Normal Range of a Known enemy unit.

3.7 ADVANCE PHASE (APh): The ATTACKER may move any of his Infantry units capable of movement (4.7) one hex (even if the hex moved into is currently occupied by enemy units) or he may change Location within his current hex. A unit may never change Location within a hex and enter a new hex in the same APh.

3.8 CLOSE COMBAT PHASE (CCPh): Units of both sides occupying the same Location resolve their CC attacks; any survivors which have not withdrawn are considered in Melee. The ATTACKER places a "?" counter on any of his eligible unconcealed units as per 12.12-.122. Remove all TI/Pin counters. Flip CC counters over to Melee side or remove them.

3.9 TURN RECORD CHART: Step 3.8 ends the ATTACKER's Player Turn. The previous DEFENDER now becomes the ATTACKER, inverts the Turn counter on the Turn Record Chart, and repeats steps 3.1-3.8. At that point one complete Game Turn is finished and the Turn Counter is re-inverted and advanced one box on the Scenario Turn Record Chart. When the Turn Counter is placed on the "END" box, the scenario is over. [EXC: If a Scenario Turn Record Chart has numbered turn boxes beyond the "END" box, then the scenario does not end; the Turn counter must advance off the end of the Turn Record Chart, back to the beginning, and then on to the "END" box again before the scenario ends.] If a Turn number and "END" are printed in gray instead of black those turns and consequently the end of the game are provisional based on some occurrence specified by a SSR. If a Turn box is halved diagonally and printed in red it indicates that only the first side to move has a Player Turn during that Game Turn. Other symbology or numbers appearing in a Turn box are reminders to check for reinforcements or the application of a SSR for the indicated side during that Game Turn.