ADVANCED SEQUENCE OF PLAY |
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ADVANCED SEQUENCE OF PLAY (rev.)As listed in the Advanced Sequence of Play (ASOP), each phase is usually broken down into three main parts: the START, DURING, END and several discrete Steps. In each Step Number (e.g., "1.11A"), the player(s) involved is specified as A ATTACKER), D (DEFENDER), or B (Both). The ASOP lists the official order of actions, even for those whose order is not given elsewhere (e.g. as per Steps 3.21A-3.22A, units that start the MPh berserk must move before non-berserk units); however, inconsequential violations of sequence should be tolerated in the spirit of good sportsmanship. Should the order of actions given in the body of the rules conflict with the ASOP, the latter takes precedence. All activities in the same Step may be conducted in any order unless stated otherwise; if actions conflict, the ATTACKER goes first. Certain mutually exclusive actions may be listed in the same Step despite the fact that they cannot be conducted by the same unit—and many restrictions normally applicable to the listed actions are left unmentioned; in both cases, the normal rules pertaining to such actions still apply. †Sniper Attacks/ |
PRE-GAME SEQUENCEFollow in the order given. Not all will apply to every scenario. Should the order of actions given in the body of the rules conflict with this Sequence, the latter takes precedence except in the case of a CG Refit Phase.
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1. RALLY PHASEOnly one action (attempt) allowed per unit per RPh [EXC: repairing > one SW/Gun (A9.72); leader rallying > one unit (A10.7); Recovery (A4.44) is not an action by a broken unit]. 1.1 START of RPh:1.11A Roll for any provisional (SSR) reinforcements (including Air Support; E7.2). Set up, offboard, all forces due to enter in this Player Turn (A2.51-.52 {DD tanks, D16.8; Cloaking, E1.41; Gliders, E8.1; Parachutes, E9.1-.11/G1.664; LC, G14.23}). 1.12A Check for Wind Change (B25.65 {Blazing building collapse, B25.66; NVR change, E1.12; Civilian Interrogation, E2.4; Fog Level, E3.312; Rain intensity, E3.51; Falling-Snow intensity, E3.71; Dust, F11.76-.77; Heavy Surf, G13.448; if DYO note also G16.2 footnotes}). During Gusts (B25.651), remove Vehicle Dust (F11.74) and Dispersed SMOKE, then flip remaining SMOKE counters to their Dispersed side [EXC to both: SMOKE in cave; G11.8]. 1.13B May Recombine Good Order HS if Good Order leader present, and/ 1.14B May attempt to Recover SW/ 1.2 DURING RPh:1.21A May (attempt to) Deploy Good Order squad(s) if Good Order leader present, and/ 1.22B May attempt to repair SW/ 1.23B May attempt to Rally broken unit(s) (A10.6); those with Commissar (A25.222)/ 1.24A Determine final Drop Point for each Para Wing, then place all Sticks (i.e., Parachutes; E9.12) onboard in Aerial Locations. 1.3 END of RPh:1.31B Roll for Shocked/ 1.32B May claim Wall Advantage (ATTACKER first). 2. PREP FIRE PHASE†2.1 START of PFPh:2.11A Remove his Dispersed SMOKE (checking for any Napalm terrain-Blaze/ 2.12A May fire ordnance, SMOKE (C8.5-.51)/MTR, IR (E1.91; E1.93-.932), after designating Spotter (C9.3) if necessary; resolve ensuing WP NMC. May fire MOL Projector(s) (C13.51). Check for ensuing Flame(s) (A24.32; C13.57). Place Prep Fire or Gunflash counter(s) as required. 2.13A May attempt Radio Contact (C1.2; G.7) if necessary (C1.63; E12.77). If successful may (must, for FFE:C; C1.34) attempt (Sighting TC [E7.61] and) Battery Access (C1.21; G14.63); if successful may place AR (C1.3) and either SR (C1.3-.31) or Pre-Reg. FFE/IR (C1.731/E1.931), or must place rocket AR and FFE (C1.9) or remove or replace FFE:C (C1.34-.343; G14.671). 2.14A May (must, for a Creeping Barrage FFE) Correct/ 2.15A May place OBA SMOKE (C1.71; E12.51)/IR (E1.91; E1.93-.932), resolving ensuing WP NMC (C1.71; C3.76; G14.65) and checking for ensuing Flame(s) (A24.32). Then resolve HE FFE (C1.5; C1.52-.56; G14.65), checking for shellhole/ 2.2 DURING PFPh:2.21A Infantry MMC may become TI and: Mop Up (A12.153) {Casualties; A12.154}, or; attempt to entrench (A25.21; B27.11; F.1B; G3.5; G13.3; G13.82), placing Labor counter if unsuccessful. Infantry may make Kindling Attempt(s) (B25.11; MMC requires leader who passes NTC); place Prep Fire counter on each unit involved. 2.22A May designate Spotter(s) for MTR(s) that had no original Spotter (C9.3). May fire non-Aerial, non-TI Good Order unit(s)/manned and functioning weapon(s) {Heavy AA fire; E7.52}, placing Prep Fire or Gunflash counter(s) as required; both sides resolve attacks. Infantry/ 2.23A May (un)limber Gun(s) (C10.21; it and crew become TI if unlimbering). 2.3 END of PFPh:2.31A May change CA of Gun(s) presently able to fire without using Intensive Fire (C3.22). May designate/ 3. MOVEMENT PHASE†The MPh Sequence of Play is expressed separately in terms of THE MPh and of each moving unit's (or stack's) MPh; i.e., each moving unit has a START, DURING and END to ITS MPh within the overall context of THE MPh—usually followed by the START of another unit's (or stack's) MPh. However, the MPh of all units that start THE MPh berserk must be completed before any non-berserk unit may start ITS MPh, and the MPh of all non-berserk units that start THE MPh on the ground (i.e., non-Aerial) must be completed before any Glider/Parachute may start ITS MPh. 3.1 START of THE MPh:3.11A May designate new mortar Spotter for one eliminated or not in Good Order (C9.3). 3.12D Leader(s)/MMC/CE AFV may attempt to fire Starshell(s) (E1.91-.921). 3.13A Place all Gliders, blue side up (i.e, in Aerial Locations), onboard in their ILH (E8.2). 3.2 START of ITS MPh:3.21A Prepare to move any currently berserk unit/ 3.22A Prepare to move any Good Order/ 3.23A Prepare to conduct Glider/ 3.3 DURING ITS MPh:3.31A Berserk unit charges if so required (A15.43-.431; A15.45; G13.491); then go to Step 3.35D. 3.32A May move that non-TI Good Order/ 3.33A Aerial Glider takes Evasive Action if necessary (E8.211); then go to Step 3.37D. 3.34A All Aerial Parachutes drift (E9.2); then go to Step 3.38D [EXC: if no Aerial Parachute exists, go to Step 3.5]. 3.35D During Steps 3.31/3.32 resolve, vs moving ground unit/ 3.36D
During Steps 3.31/3.32, may conduct First Fire (A8.1)/ 3.37D May conduct Light AA First/ 3.38D May conduct First/ 3.4 END of ITS MPh:3.41A Non-Bypassing Good Order Infantry/ A3.42A Glider lands (E8.211 {Landing DR, E8.22; Crash dr, E8.23}); then go to Step 3.23A. 3.43A All non-German & 3.5 END of THE MPh:3.51A Each vehicle unable to leave, and each Glider/Parachute that landed in, terrain Blaze Location is eliminated (B25.4; E8.232; E9.42). Resolve Wreck Removal (D10.42). Air-Dropped pre-1942 German MMC may attempt to locate arms canisters (E9.7). 3.52A Berserk unit(s) with no Known enemy in LOS return(s) to Good Order (A15.46). 3.53B Remove all Residual FP (A8.2; A9.223) and & 4. DEFENSIVE FIRE PHASE†4.1 START of DFPh:4.11D May fire ordnance Dispersed SMOKE (C8.5)/MTR IR (E1.91; E1.93-.932). Resolve ensuing WP (A24.31) NMC. May fire MOL-Projector(s) (C13.51). Check for ensuing Flame(s) (A24.32; C13.57). Place Final/ 4.12D May attempt Radio Contact (C1.2; G.7) if necessary (C1.63; E12.77). If successful may (must, for FFE:C; C1.34) attempt (Sighting TC [E7.61] and) Battery Access (C1.21; G14.63); if successful may place AR (C1.3) and either SR (C1.3-.31) or Pre-Reg. FFE/IR (C1.731/E1.931), or must place rocket AR and FFE (C1.9) or remove or replace FFE:C, (C1.34-.343; G14.671). 4.13D May (must, for Creeping Barrage recorded as "FFE: 1-2"; E12.731) Correct/ 4.14D May place OBA Dispersed SMOKE (C1.71; E12.51)/IR (E1.91; E1.93-.932), resolving ensuing WP NMC (C1.71; C3.76; G14.65) and checking for ensuing Flame(s) (A24.32). Then resolve HE FFE (C1.5; C1.52-.56; G14.65), checking for shellhole/ 4.2 DURING DFPh:4.21D May designate Spotter(s) for MTR(s) that had no original Spotter (C9.3). May fire unit(s) not marked with First or Final Fire counter {Heavy AA fire; E7.52}, and/ 4.22D May (un)limber Gun(s) (C10.21; it and crew become TI if unlimbering). 4.3 END of DFPh:4.31D May change CA of Gun(s) presently able to fire without using Intensive Fire (C3.22). May designate/ 4.32D In daytime scenario, remove all First and Final Fire counters (A3.4; E1.8). 5. ADVANCING FIRE PHASE†5.1 START of AFPh:5.11B During Mild Breeze, place Drifting (i.e., gray) Dispersed SMOKE downwind of each Blaze, and of each white SMOKE, counter that has none (A24.61) [EXC: NA in cave; G11.851]. 5.12A May fire ordnance Dispersed WP (C8.6); resolve ensuing NMC (A24.31) and check for ensuing Flame (A24.32). 5.13A During Gusts (B25.651), remove Dispersed SMOKE, then flip remaining SMOKE counters to Dispersed side [EXC to both: NA in Cave; G11.8]. 5.2 DURING AFPh:5.21A Place all Glider contents [EXC: vehicle/Gun and its PRC/Crew] onboard (E8.4). 5.22A All unbroken ground (or sewer; B8.43) units/ 5.23A Each berserk unit that eliminated all Known enemy units (at least one) in its Location with halved TPBF returns to Good Order (A15.46). 5.3 END of AFPh:5.31B Resolve Blaze Spread (B25.6; B25.651) every Player Turn after initial appearance. 5.32B Resolve Flame to Blaze Spread for each unpinned Flame (B25.15-.151). 5.33B Remove all Prep Fire, Intensive Fire, No Fire and Bounding Fire counters. If night scenario, also remove all First Fire, Final Fire and Gunflash counters (E1.8). 6. ROUT PHASEATTACKER first, then DEFENDER (A3.6). 6.1 START of RtPh:6.11B Unit(s) may Voluntarily Break (A10.41). Place DM counter on each non-DM unit/ 6.12B Disrupted unit(s) in/ 6.2 DURING RtPh6.21B Conduct all routs (A10.5-.52; A19.12; E1.54; G14.41); leader(s) may accompany routing unit(s) (A10.711). Routing unit(s) may don/ 6.3 END of RtPh:6.31B Eliminate all Infantry unable to leave terrain Blaze Location(s) (B25.4). 7. ADVANCE PHASE7.1 START OF APh:7.11A May Transfer SW/ 7.12A Japanese Infantry squad/ 7.13A Boat/Non-Aground LC in Heavy Surf makes any required (un)Beaching DR (G13.442/G13.4423). 7.2 DURING APh7.21A Good Order Infantry not pinned or TI may advance (A4.7 {PAATC, A11.6; vs Difficult Terrain = CX/ 7.22A Boat(s)/ 7.23D Boat(s)/ 7.24A May (un)Beach Boat(s) (E5.23). Boat/Non-Aground LC in Heavy Surf makes any required (un)Beaching DR (G13.442/G13.4423). 7.25B During Steps 7.21-.24 resolve, vs advancing/drifting unit/ 7.26A All & 8. CLOSE COMBAT PHASEPerform all Steps listed under "... LOCATION'S CCPh" in any one CC/ 8.1 START of LOCATION's CCPh:8.11B Place onboard beneath a "?" all hidden items, then reveal Strength Factors of all concealed units (eliminating Dummies) (A11.19). 8.12B Resolve Ambush if advance into CC (not Melee) was into woods/ 8.13D Japanese Infantry squad/ 8.14B Check for Sequential CC if vehicle(s)/Ambush/ 8.15B May (must, if non-Disrupted/non-Guard broken Infantry; A11.16) declare Withdrawal(s) from Melee (ATTACKER first; A11.2), dropping possession of any SW/Gun(s) that would prevent Withdrawal (A4.43). 8.16B Declare each SMC's solo status or pair it with another SMC or MMC (A11.14)—ATTACKER first (A11.12). 8.2 DURING LOCATION's CCPh:8.21B Declare first/ 8.22B '44-45' German(s), or Japanese T-H Hero(es), may make ATMM dr (C13.7; G1.4231). 8.23B Japanese Personnel may attempt/ 8.24B Resolve that sequential CC attack, or all simultaneous CC attacks if no sequential CC exists. Successfully Withdrawing unit(s) enter(s) Accessible Location(s) (A11.21-.22); resolve, vs Withdrawing unit/ 8.25B May Interrogate new Prisoner(s) (E2.1; G1.621; G18.71). 8.3 END OF LOCATION's CCPh:8.31B Automatic capture of un-escorted abandoned vehicle(s) (A21.2). Flip/ 8.4 END OF CCPh:8.41B Declare and resolve (sequentially; ATTACKER first) all Aerial Combat (E7.22-.226). 8.42B Resolve all non-Flame Clearance attempts (B24.7; B28.7; G2.7; G9.71; O1.5); place Labor counter if unsuccessful (B24.8). Eliminate all Recovered tunnel entrances (B8.63). 8.43B Remove all TI [EXC: Ammo Replenishment (E10.3); Animal-Pack (G10.11)] and Pin counters. Flip each Stun counter to its +1 side (D5.34) [EXC: cumulative Stuns (G12.111; G14.33)]. Check for Ammo Replenishment (E10.3). 8.44A Place a "?" on his qualifying non-concealed, Good Order unit(s) or stack(s) (A12.12-.122; E1.32; E3.712; F11.601; G1.63; ABtF SSR CG12, BRT SSR CG11, KGP SSR CG11, PB SSR CG10, and RB SSR CG15). 8.45B If night, remove all Starshells (E1.923) and IR (E1.933), and all Acquisition not Illuminated by Blaze/ |