Game Turns
Games are played in a series of turns. Each turn is divided into two Player Segments and an End of Turn Segment. Each Player Segment is further divided into a number of Phases. A turn ends after the End of Turn Segment, and a new turn begins unless the previous turn was the last turn of the game (per the scenario). Players can see the current game turn and phase in the Turn Display at the top of the Battle Interface.
Initiative
The scenario will indicate which player starts the game, assuming the role of Player A for the remainder of the game.
Player A Segment
Command Phase.
Player A automatically rallies all of his pinned units. Player A may have infantry units that are located in the same hex exchange or transfer support weapons. Player A may split any of his squads into two half squads of the same type, or combine two half squads into a squad, if the units are located in the same hex with a leader.
Fire Phase.
Player A may fire with any of his units. Player A may opt to fire smoke, in lieu of an attack, with any of his eligible AFV, Gun or mortar units. Units that fire may not move in the Movement Phase.
Movement Phase.
Player A may move any of his units that did not attack during the Fire Phase. Units may move once per phase, up to their maximum movement points. Infantry units that are moving may place smoke before starting their move. Player A declares if any moving infantry units are conducting an Assault Move (see 6.4 Infantry Assault Movement. Player A may also load or unload units from transport units.
Player B’s units may conduct Opportunity Fire at any of Player A’s units that are moving within range and Line of Sight (LOS) of any of his units. The computer automatically conducts opportunity fire attacks.
Infantry units with an MG that Opportunity Fire may establish a Fire Lane.
Defensive Fire Phase.
Player B may fire with any of his units that did not conduct opportunity fire. Units that fire are marked with a Fire marker.
Advance and Assault Phase.
Player A may advance his units one hex, regardless of terrain cost (unless the unit is prohibited from entering the hex). Infantry units not advancing may conduct a close assault against an adjacent, enemy-occupied hex.
After-Action Phase.
Player A may Rally any of his pinned units. One turn smoke rounds dissipates and are removed from the map, and the duration of two-turn smoke is reduced by one.
Player B Segment.
The Player Segment is repeated, in the order above, by Player B.
