ADVANCED SEQUENCE OF PLAY 

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/Cheeks are possible during this phase (A14.1; A14.4; E1.72; E1.76; G12.603; G14.261; RB SSR CG8, ABtF SSR CG8, BRT SSR CG8, KGP SSR CG16, and PB SSR CG13).


PRE-GAME SEQUENCE

Follow 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.

  • Agree upon which (if any) optional/house rules will be in effect (A16, B10.211, C13.311, E1-E2, E4-E12, footnote A18/C5/C9, Incremental IFT (A7.37), etc.).
  • Determine who will play each side.
  • Set up mapboard(s), and overlay(s) if any [EXC: if a DYO scenario, do not setup OCEAN overlays yet; G13.91].
  • Determine Weather (E3 Temperate, F11.2 Arid, G16.2 Tropical, O11.618 RB, P8.617, R9.62161).
  • Ascertain Stream/River depth (B20.4/B21.122) and River current (B21.121); see also B16.6 (/G16.2, if DYO).
  • Determine Jungle type (G2.1).
  • Determine Rice Paddy state (G8.1).
  • Check to see if a Reef exists (G13.91).
  • Determine Beach Slope (G13.92), if applicable.
  • Determine Beach Width (G13.93), if applicable.
  • Check for purchase restrictions/BPV alterations (G1.66-.664; G11.99; G12.9; G14.261-.262; G14.6; G14.69; G14.74; G15.3; G17.15-.152; G18.8-.831).
  • Make DYO purchases (H1).
  • Calculate Battlefield Integrity Base (A16.1; G14.24).
  • Choose Commissar(s) if/as allowed (A25.22; G18.31; O11.6206).
  • Ascertain the special limitations/capabilities of all units and Guns, (see National Capabilities Chart and pertinent Vehicle/Ordnance Listing/Notes).
  • Assign armor leaders (D3.41).
  • Setup all OCEAN overlays (G13.95).
  • Check for the presence of all other terrain changes/conditions, and implement if/as required.
  • Assemble all OBA Draw Piles (C1.211; G14.63).
  • Record all Pre-Registered hexes (C1.73; E12.71), Offboard Observer hexes (C1.63) [EXC: Aerial (E7.61); Shipboard (G14.68)], Barrage Blast-Area hexes (E12.2), and Aiming Hexes (E12.71).
  • Record the Drop Point of each paratrooper Wing (E9.12).
  • Determine Time of Day (F11.3), if applicable.
  • Determine Base NVR and Cloud Cover if applicable (E1.11; see also E1.15/E3.5/E3.71, BRT SSR CG10, KGP SSR CG5, PB SSR CG4, and R9.62162).
  • Determine EC (B25.5, F11.4, G16.3, or O11.618; see also E3.3, E3.4, E3.6, E3.713, E3.72, E3.73, E3.74, and/or F11.6111, R9.62163).
  • First side (or the side "defending the beach": G13.95) commences setup.
  • Deploy squad(s) if/as allowed (A2.9; A5.5; A25.2; A25.61; A25.7; G14.311; G17.11; G18.2).
  • Ascertain setup limitations, (A2.9 {Offboard: A2.51; dm SW, A9.8}; Half-Hexes. A2.3; Stacking, A5.1, G2.2, G3.1; "?", A12.12; Crest, B20.91; HD, D4.221; Guns, B23.423, B23.85, B23.93, B30.111, C2.7; Motion, A2.52, D2.4; Seaborne Assaults, G14.21, G14.23; Reserves, P8.4, O11.6194b; see also the rules for specific Fortification types).
  • Employ HIP if/as allowed (A12.3) {HS Equiv., A5.5; Fortifications, A12.33, E1.16, G.2; Emplaced Guns, A12.34, G3.4; Mines, B28.1 [Daisy Chain, B28.53 1, G1.613; Known, B28.45-.47; as Beach Obstacles, G14.501]; Field Phones, C1.23; Scenario Defender, E1.2; Trip Flares (E1.95); Japanese, G1.631-.632 [T-H Hero, G1.422; A-T Set DC, G1.6121]; CCSS, G11.32-.321}.
  • Scenario Defender records all allowed Bore Sighting (C6.41-.42) [EXC: NA in RB; SSR CG5; NA in KGP; SSR CG12].
  • Attempt any HD Maneuver(s) (D4.22-.221).
  • May claim Wall Advantage (B9.322).
  • Note special DD tank/amphibian setup abilities (D16.8).
  • Scenario Defender places No Move counters (E1.21).
  • Scenario Attacker employs Cloaking (E1.4-.411) [EXC: either/both side(s) in RB; O11.6194b].
  • Record Dare-Death squads if Chinese side (G18.6).
  • First side (or the side "defending the beach"; G13.95) completes setup.
  • Scenario Attacker makes one Recon dr if allowed (E1.23).
  • Make all allowed DYO UDT dr (G13.96; G14.561).
  • Determine Tide (see G13.97), if applicable.
  • Determine Surf (G13.98; see also G13.448), if applicable.
  • Second side commences setup (also repeat all Steps above marked with this color).
  • Second side completes setup.
  • Record all allowed NOBA Ocean hexes (G14.62).
  • Make all allowed non-DYO UDT dr (G14.561).
  • Determine Wind Force (B25.63, F11.5, G16.4 {see also G13.448}, or O11.6241, P9.62164) and Direction (B25.64).
  • Determine Fog Level (E3.31) and Density (E3.311), if applicable.
  • Determine Dust Density (F11.701; F11.77), if applicable.
  • As determined by LOS/range, reveal hidden Fortifications (A12.33) [EXC: E1.16; G.2], then place "?" if/as allowed (A12.12).
  • Set up Sniper counters (DEFENDER first) (A14.2; ABtF SSR CG8, BRT SSR CG8, KGP SSR CG16, PB SSR CG13, RB SSR CG8).
  • Conduct all allowed Bombardments (C1.8-.823 or G14.7-.73).
  • Scenario Attacker determines Creeping-Barrage timing (E12.72) if applicable, then conducts (E12.72-.74) all "pre-Game Turns" if/as required.
  • Begin RPh of initial Player Turn.

1. RALLY PHASE

Only 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/or Unarmed/Guard/Finn/Carrier HS without leader (A1.32). May place/remove Animal Pack counter(s) in initial RPh of Game Turn (G10.3) {Pack-TI; G10.11}. May (un)load Animal Pack Gun(s) if halfway through (Un)packing Period (G10.31).

1.14B May attempt to Recover SW/Gun(s) in same Location (A4.44; D6.31; G.5) {Ski-use dr; E4.21}.

1.2 DURING RPh:

1.21A May (attempt to) Deploy Good Order squad(s) if Good Order leader present, and/or Unarmed/Guard(s)/Finn(s)/Carrier HS/U.S.M.C. 7-6-8(s) without leader (A1.31; G17.11). Infantry MMC may attempt to Scrounge abandoned vehicle(s) or non-burning wreck(s) (D10.5); place Scrounged and TI markers.

1.22B May attempt to repair SW/Gun(s)/vehicular-armament (A9.72; D3.7). May Transfer SW/Gun(s)/Prisoner(s) (A4.431; A9.72; A13.33; A20.5) (Ski-use dr; E4.21}.

1.23B May attempt to Rally broken unit(s) (A10.6); those with Commissar (A25.222)/Japanese leader, (G1.41) which fail to Rally are replaced or eliminated. First ATTACKER MMC Rally attempt (or first two; ABtF SSR CG14, BRT SSR CG14, KGP SSR CG18, and RB SSR CG17) may be Self-Rally/Field Promotion (A10.63; A18.11).

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/UK AFV recuperation (C7.42); remove or flip marker/AFV as appropriate. May/must remove DM markers from eligible broken units (A10.62).

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/weapon destruction; G17.41); then flip his SMOKE counters to their Dispersed side (A24.4). Leader(s)/MMC/CE AFV may attempt to fire Starshell(s) (E1.91-.921). Check for Vehicle Dust removal (F11.74).

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/Convert or Cancel SR/FFE (C1.33-.337; C1.35-.4; E12.73-.74; E12.76; E12.771) [EXC: rocket Correction is NA; C1.9].

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/Flame/rubble creation (B2.1/B6.331/B25.13/B24.11/G13.7), wire/roadblock/pillbox removal (B26.52/B29.5/B30.92/G14.56), minefield/panji removal/reduction (B28.62/G9.72/G14.56), and sangar/trip flare elimination (E1.952/F8.41). Check for Column Disbandment (E11.533) and Reverse Slopes (G14.66-.661).

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/Cavalry may declare Opportunity Fire; place Bounding Fire counter(s) (A7.25). Leader (/MMC/CE AFV, if a Starshell/IR has been fired in no previous Player Turn) may attempt to fire Starshell (E1.921). May destroy/malfunction/dismantle/reassemble SW/Gun(s) (A9.73; A9.8).

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/cancel AA mode of weapon(s) that can/do(es) thusly change CA (E7.5).

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/stack required to charge (A15.43); then go to Step 3.31A [EXC: if no such berserk unit can charge, go to Step 3.22A].

3.22A Prepare to move any Good Order/Mobile ground unit/stack [EXC: pinned Infantry; A7.8] not marked with a Prep/Bounding Fire or TI counter (A4.1; D2.1). May drop possession of SW/Gun(s) (A4.43). Best leader may make Freedom of Movement dr if Scenario Defender (E1.21). Make Movement (E1.53-.531)/Straying (E1.53; G2.22; G3.21; G13.83) DR if necessary. Infantry may declare Double Time for two extra MF (A4.5; place CX counter), or Assault Movement (A4.61), Dash (A4.63), Sewer entry (B8.4) or Climbing (B11.4). Infantry/Cavalry may declare Human Wave (A13.62/A25.23/G18.61—Banzai Charge if Japanese Infantry; G1.5), or Swimming (E6), movement. Dare-Death Infantry may declare berserk status (G18.6). Cavalry (or Wagon) may declare Gallop for 8 (or 4) extra MF unless Cavalry/Horse (or Wagon) is CX (A13.36 or D12.4). Remove vehicle's Motion counter if it will expend MP/MF. Check for Column (E11.52)/Convoy (E11.2)/Platoon (D14.2) movement status. Onboard radioless AFV that will use non-Platoon movement takes NTC (D14.23) unless Recalled. Flail tank declares TB creation attempt in minefield hex it will enter (B28.7). Boat/Non-Aground LC in Heavy Surf makes any required (un)Beaching DR (G13.442/G13.4423). Crew abandons or enters vehicle (D5.41-.42). Lastly, go to Step 3.32A [EXC: if no ground unit can/wishes to declare/conduct any Step 3.32A action, go to Step 3.23A if an Aerial Glider/Parachute exists or to Step 3.5 otherwise].

3.23A Prepare to conduct Glider/Parachute movement; go to Step 3.37D [EXC: if no Aerial Glider exists, go to Step 3.34A].

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/Mobile (or must charge with that voluntarily berserk Dare-Death) ground unit/stack after making any required Sewer dr (B8.41), Mechanical Reliability (D2.51 {Stall}), Bog Removal (D8.3; G12.211-.212) and/or Movement/Straying (E1.53-.531; G2.22; G3.21; G13.83) DR. May conduct Infantry OVR (A4.15-.152). Infantry may declare Double Time for one extra MF (A4.5; place CX counter), and/or make Manhandling DR (C10.3, E5.2; Pushing unit and Gun/Boat become TI—place Labor counter if unsuccessful). Infantry may Place (A23.3) or Set DC (A23.7; roll US<). Personnel (etc., for LC; G12.12) may mount/dismount horse (A13.31) or vehicle (D6.4-.5; D12.2; D15.41; G12.4-.45; G13.443). Personnel may attempt SW/Gun Recovery (A4.44) {Ski-use dr; E4.21} and/or drop possession of SW/Gun(s)/Prisoner(s) (A4.43; A20.53). May declare attempt to Clear rubble (B24.71), wire (B24.73), mines (B24.74), Set DC (B24.75), roadblock (B24.76), Path (G2.7), Panji Covered-hexside (G9.71), or non-Factory Debris (O1.5); unit becomes TI. May attempt to Clear Flame (B24.72; unit becomes TI—place Labor counter if unsuccessful). May hook up Gun (C10.11; it, Personnel and vehicle become TI). May unhook Gun (C10.12; it and Infantry become TI). May attempt to place SMOKE Grenades (A24.1; D13.35) or use Smoke Dispenser (D13); resolve ensuing WP NMC (A24.31) and cheek for ensuing Flame (A24.32). May claim Wall Advantage (B9.322). Japanese Infantry squad/HS within 8 MF and in LOS of enemy AFV may attempt to create T-H Hero (G1.421 {DC Hero; G1.4241}). Cavalry may declare Gallop (for 4 extra MF) unless Horse is CX (A13.36), and may declare Charge while ≥ 3 hexes from and in LOS of target (A13.6; resolve in target Location). Make Bog DR as required (D8.2-.23). Recalled vehicle must (attempt to) exit (D5.341; G14.232 [EXC: G14.33]). Vehicle may use Bounding First Fire (C5.3; C8.6; D3.3; D7.1; E7.51-.512; G12.5). Vehicle may declare Wreck Removal (D10.42), attempt ESB-(D2.5)/HD-Maneuver-(D4.22), and/or place or remove CE counter (D5.33). May conduct Armored Assault (D9.31). Wagon/Motorcycle resolves any required Wreck Check dr (D12.4/D15.46). Units using Impulse movement expend MF/MP in their Impulse before receiving First Fire. Check for "?" loss (A12.14-.15; A12.2; A12.33; A12.41-.42) and Column Disbandment (E11.531). Infantry resolves any required Lost dr (B8.41), Falling DR (B11.41) or Swimming TC/MC (E6.1/E6.5). Place appropriate Climb counter for Infantry that successfully ascends or descends (B11.43). Resolve Panji MC (G9.41). May don/remove Skis (E4.2). Check for creation of Vehicle Dust (F11.74-.741). DD tank may drop screens (D16.11). May (un)beach Boat/LC (E5.23/G12.3). LC might run Aground (G12.21; G13.446). Check for Swamping (G13.4222) and/or Heavy-Surf Swamping/Immobilization/(un)Beaching/Broaching (G13.44-.4423). Infantry/Cavalry Wading in Heavy Surf become CX (G13.447). Lastly, go to Step 3.35D.

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/stack (only), each Residual FP (A8.22; A9.22), FFE (A24.31; C1.51-.53; C1.55-.56; C1.72; C1.9; G12.5; G14.65-.661) and/or minefield (B28.41-.412; B28.42-.52; B28.531; G14.53) attack as it occurs. Leader(s) (/MMC/CE AFV, if a Starshell/IR has been fired in no previous Player Turn) may attempt to fire Starshell(s) (E1.921). Check for Column Disbandment (E11.532)/trip flare activation (G.8). Lastly, go to Step 3.36D.

3.36D During Steps 3.31/3.32, may conduct First Fire (A8.1)/Subsequent First Fire (A8.3)/FPF (A8.31) vs moving ground unit/stack {Snap Shot, A8.15; Fire Lane, A9.22; Thrown DC, A23.6; Reaction Fire, D7.2; Sighting TC and FB/DB Ground Support, E7.3-.4/G17.4-.42}. Place Residual FP (A8.2; A9.22; G11.82), First/Final/Intensive/No Fire or Gunflash counter(s) as required. Place MOL-Projector Smoke and check for any ensuing Flame (C13.57-.58). Japanese squad/HS in CC Reaction Fire position may attempt to create T-H Hero (G1.421). DEFENDER vehicle may attempt Motion (D2.401)/Smoke Dispenser use (D13.2). ATTACKER may conduct Light AA fire (E7.51) vs attacking FB/DB, placing AA/Prep/Bounding Fire or Gunflash counter(s) as required (E7.5). Check for Column Disbandment (E11.532). Lastly, go to Step 3.41A.

3.37D May conduct Light AA First/Subsequent First Fire vs Aerial Glider (E7.51-.512, E8.21-.211), placing AA/First/Final Fire/Gunflash counter(s) as required; then go to Step 3.33A (or to Step 3.42A if no Light AA fire occurred).

3.38D May conduct First/Subsequent First Fire vs all Aerial Parachutes (Small Arms/Light AA only; E9.3-.33, E7.5-.512)), placing AA/First/Final Fire/Gunflash counter(s) as required; then go to Step 3.43A.

3.4 END of ITS MPh:

3.41A Non-Bypassing Good Order Infantry/Cavalry may Search (A12.152; E1.95/1.953; G1.63) {Casualties; A12.154}; becomes TI—Defensive First/Subsequent First/FPF allowed. Broken Infantry in Bypass enter that obstacle (A4.32). Sewer unit/stack makes emergence dr (B8.42). Unarmed unit(s) may attempt to Scrounge Small Arms (A20.552; G17.14). Place Motion counter on qualifying vehicle(s) (D2.4) or expend Stop MP. Place CC counter if necessary. Lastly, go to Step 3.21A.

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 &all Parachutes then land, and all &

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 & [EXC: G11.85]) counters.

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/Intensive/No Fire or Gunflash counter(s) as required.

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/Convert or Cancel SR/FFE (C1.33-.337; C1.35-.4; E12.74; E12.771) [EXC: any such action of Creeping Barrage recorded as "FFE:1" is NA; rocket Correction is NA (C1.9)].

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/Flame/rubble creation (B2.1/B6.33/B25.13/B24.11/G13.7), wire/roadblock/pillbox removal (B26.52/B29.5/B30.92/G14.56), minefield/panji removal/reduction (B28.62/G9.72/G14.56), and sangar/trip flare elimination (E1.952/F8.41). Check for Column Disbandment (E11.533) and Reverse Slopes (G14.66-.661).

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/or any marked with First Fire counter (as Final Fire at adjacent/same hex target; A8.4), placing AA/Final/Intensive/No Fire or Gunflash counter(s) as required; both sides resolve such attacks. Leader(s) (/MMC/CE AFV, if a Starshell/IR has been fired in no previous Player Turn) may attempt to fire Starshell(s) (E1.921). May conduct FB/DB Sighting TC (E7.3) and Ground Support (E7.4; G17.4-.42); ATTACKER may conduct Light AA fire (E7.51-.512), placing AA/Prep/Bounding Fire (E7.5) or Gunflash counter(s) as required. May declare attempt to Clear wire (B24.73), Set DC (B24.75), road block (B24.76), Path (G2.7), or Panji Covered hexside (G9.71). May attempt to Clear Flame(s) (B24.72-.721; unit becomes TI-place Labor counter if unsuccessful). Check for Column Disbandment (E11.533). May destroy/malfunction/dismantle/reassemble SW/Gun(s) (A9.73; A9.8).

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/cancel AA mode of weapon(s) that can/do(es) thusly change CA (E7.5).

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/weapons not marked with Prep/Bounding/Intensive/No Fire or TI counter may fire, using halved FP for non-ordnance [EXC: DC; Non-Motion FT; Opportunity Fire (A7.25)]; qualified squad(s) may use Assault Fire (A7.36); ordnance uses TH Case(s) B/C [EXC: Case B NA for Opportunity Fire; C5.2]. May (un)limber Gun(s) (C10.21); it and crew become TI if unlimbering. Resolve Placed DC attack(s) (A23.4; C7.346).

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 PHASE

ATTACKER 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/stack that must rout (A10.62).

6.12B Disrupted unit(s) in/ADJACENT to enemy Infantry/Cavalry Location (might) Surrender (A19.12) {Interrogation; E2.1}.

6.2 DURING RtPh

6.21B 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/remove Skis (E4.2). Broken Infantry in/ADJACENT to Known enemy Infantry/Cavalry might Surrender (A20.21/A20.3) {Interrogation; E2.1}. Check for Failure to Rout elimination (A10.5; A20.21). Resolve Interdiction (A10.53)/Panji (G9.41) MC [EXC: if using Low Crawl], and check for trip flare activation (E1.95), as enemy unit/stack routs. Resolve, vs routing unit/stack only, each FFE (C1.51-.53 {C1.71-.72; C1.9; E12.5; G14.65-.661})/minefield (B28.41-.413) attack as it occurs. Check for Column Disbandment (E11.532).

6.3 END of RtPh:

6.31B Eliminate all Infantry unable to leave terrain Blaze Location(s) (B25.4).

7. ADVANCE PHASE

7.1 START OF APh:

7.11A May Transfer SW/Gun(s)/Prisoner(s) (A4.431; A20.5) {Ski-use dr; E4.21}.

7.12A Japanese Infantry squad/HS ADJACENT to enemy AFV may attempt to create T-H Hero (G1.421).

7.13A Boat/Non-Aground LC in Heavy Surf makes any required (un)Beaching DR (G13.442/G13.4423).

7.2 DURING APh

7.21A Good Order Infantry not pinned or TI may advance (A4.7 {PAATC, A11.6; vs Difficult Terrain = CX/Panji MC, A4.72/G9.41}). Climbing unit(s) may exchange Climb counter for CX counter if at proper level (B11.432). May don/remove Skis (E4.2). May place/remove CE counter(s) (D5.33). May claim Wall Advantage (B9.322). Sewer unit(s) may emerge (if allowed; B8.42) or advance into CC with adjacent sewer unit(s) (B8.44). Check for trip flare activation (E1.95).

7.22A Boat(s)/Amphibian(s)/Swimmer(s) might drift in Moderate/Heavy Current (B21.121/E5.23/E6.2); check for OCEAN drift in Heavy Surf (G13.444) [EXC to all: Pier; G13.734].

7.23D Boat(s)/Amphibian(s)/Swimmer(s) might drift in Heavy Current (B21.121/E5.23/E6.2) [EXC: Pier; G13.734].

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/stack (only), each FFE (C1.51-.53 {C1.71-.72; C1.9; E12.5; G14.65-.661})/minefield (B28.41-.412; G14.53) attack as it occurs. Check for Drowning (E6.21) and Column Disbandment (E11.532).

7.26A All &

8. CLOSE COMBAT PHASE

Perform all Steps listed under "... LOCATION'S CCPh" in any one CC/Melee Location first, then in the next such Location, etc.

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/building/jungle/bamboo/kunai (A11.4; G.6) and/or by/vs "?" (automatic ATTACKER Ambush for Street Fighting; A11.8) (night Ambush dr; E1.77}.

8.13D Japanese Infantry squad/HS in same Location with enemy AFV may attempt to create T-H Hero (G1.421).

8.14B Check for Sequential CC if vehicle(s)/Ambush/Prisoner(s) involved (A11.3); Prisoner(s) of broken Guard(s) may declare escape attempt(s) (A20.55). Infantry may declare attempt to capture escorted Abandoned vehicle(s) (A21.2).

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/next sequential CC attack (A11.3-.34) or, ATTACKER first (A11.12; G13.495), all simultaneous CC attacks if no sequential CC exists. Declare if Hand-to-Hand (A25.43; G1.64; G18.62; J2.31; SSR RB11) and/or Capture attempt (A11.52; A20.22). Reveal (A12.31) all units declared to be making/directing a CC attack (A11.19).

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/commit Hara-Kiri (G1.641) vs CC Capture 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/stack (only), each FFE (C1.51-.53 (C1.71-.72; C1.9; E12.5; G14.65-.661})/minefield (B28.41-.412) attack as it occurs, and cheek for Column Disbandment (E11.533)/trip flare activation (E1.95)/Panji MC (G9.41). Berserk unit(s) that eliminated all Known enemy units (at least one) in Location return(s) to Good Order (A15.46). Lastly, go to Step 8.21B if further sequential CC can be declared.

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/remove CC, or retain/remove Melee, counter as appropriate. Dare-Death Infantry remain berserk only if in Melee (G18.6).

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/Flame (E1.74).