Each turn begins with one side going first as stated in scenario rules. One player/side follows the sequence below first, and then the other player/side follows it, completing one game turn.
Initiative Phase: Each player rolls one die and adds to it their current army commander’s command-value (CV). The player with the higher total has the initiative and is the phasing player. In the case of ties, the commander with the higher CV wins; otherwise, roll again until the tie is broken.
Command Determination Phase: The phasing player units are checked for in command status according to the Command rules. A unit in or out of command remains that way throughout the turn.
Construction phase: Units that are not in a Zone of Influence (ZOI) complete building breastworks from the previous turn. New build markers may be placed on units that are not in a ZOI.
Artillery Phase: Both players’ unlimbered artillery units that are not in a ZOC may fire at targets from 2 to 8 hexes away, using the Artillery Table. The phasing player fires all his artillery first. All artillery fire effects are immediate, regardless of whether the target had had a chance to fire or not. Only the phasing player may choose to limber an artillery unit that did not fire at this time.
Movement phase: The phasing player may move all, some, or none of his units, up to their maximum movement allowance. Cavalry may mount or dismount.. Artillery may unlimber at the end of their moves. Unlimbered artillery may not move. Reinforcements that are scheduled to enter on this turn are brought on the map at their prescribed location and may move.
Combat phase: Units in the ZOC of enemy units must attack those units. The phasing player conducts attacks until no units are in a ZOC.
Reorganisation phase: Both players determine if brigades are shattered due to losses suffered during the turn’s combat. The phasing player rolls to determine if D markers on his units are removed – army, corps and division commanders may apply their command value to these rolls.
Brigade commanders may attempt to recover eliminated regiments from their brigades. Shattered brigades that have recovered more than half of their strength to the map can be unshattered by flipping the brigade commander.
Second Player’s Turn #
The other player now becomes the phasing player and executes phases 2 through 7 as the first player did.
- If the turn just completed is the last daytime turn, total the Victory Points and check for victory per the Victory Conditions for the scenario; otherwise…
- Advance the turn marker to the next turn. If the next turn is the first daytime turn of a day, advance the day marker as well. Then resume play with the Initiative rolls of the next turn, and so on until the game is concluded.
Night turns are conducted differently; there are no artillery or combat phases at night; there are no ZOI; and movement is restricted to roads. See the rules for Night turns for more details.
