By David Fagnand
An item I've found all games should include is an expanded (and notated) Sequence of Play. I still vividly remember the one from the GDWs Third World War Series' and I haven't seen one since. Except for the ones I make myself, and share ... DF I. WEATHER SEGMENT1 . Roll for the weather II. AXIS PLAYER SEGMENTA. Axis Reinforcement Phase 1. Declarations of War. 2. Eliminate un-needed Axis Beachhead counters and place Axis Beachhead counters in controlled beach hexes. 3. Bring on Reinforcements and Replacements. 4. Initiate repair of naval units. 5. Plan Amphibious Assaults and Airborne Assaults 6. Choose Artillery Unit Mode. B. Axis Supply Phase 1. Check supply and increment unsupplied markers. If 4th or greater turn out of supply, check for unit surrender. C. Axis Movement Phase 1. Axis player breaks down eligible units into smaller formations. 2. Initiate construction of forts and airfields. 3. In no special order Axis player moves ground, leader, supply and naval units and executes overruns. 4. A naval unit may perform one mission during a naval turn. A naval unit that begins its turn in a beachhead hex or unsupplied port must replenish supplies in a friendly port.
b. Offensive Shore Bombardment c. Naval Transport d. Amphibious Assault e. Place on Patrol status Naval units have 7 MP's. They expend 1 MP per sea zone entered, to perform a mission and to replenish supplies. 5. While Axis player is moving naval units, Allied/Soviet player can attempt Naval Interception (and Axis player can intercept Allied/Soviet player intercepting force). While Axis player is moving naval units, Allied/Soviet player can attempt Defensive Naval Bombing (and Axis player can intercept Allied/Soviet player air units). 6. Axis player recombines eligible units into larger formations. 7. Construction of forts and airfields are completed provided the required amount of time has elapsed. D. Axis Air Phase An air unit may perform one mission during an air turn. If an Axis fighter flies an escort or transfer it is not 'used'. 1. The Allied/Soviet player allocates Defensive Air Support, Escort, and Transfer missions. 2. The Axis player allocates Escort, Offensive Air Support, Air Base Bombing, Naval Bombing, Interdiction, Carpet Bombing*, Transport, and Transfer missions. 3. The Allied/Soviet player allocates Interception missions. 4. Resolve Air Combat. *Note: The Axis player normally has no HB units to conduct Carpet Bombing attacks with in The Struggle for Europe series. E. Axis Combat Phase 1. All Flak Attacks are resolved. 2. Resolve Air Base bombing, Naval Bombing, Airborne Assaults and Supply Air Drops. 3. Axis player resolves combat on a hex by hex basis:
Resolve Combat. Execute Retreats and Advances after Combat. 4. Return supporting (both offensive and defensive) air and naval units to their bases. F. Axis Exploitation Phase 1. Axis player breaks down eligible armor/motorized units into smaller formations. 2. Axis player lands his build-up units. All armor, motorized, and leader units in the invasion hexes can expend 1 MP. 3. All other armor, motorized, leader, and supply units may move 1/2 their MP's 4. Axis player recombines eligible armor/motorized units into larger formations. G. Axis Post-Exploitation Combat Phase Axis units stacked with leaders may attack. 1. All Flak Attacks are resolved. 2. Resolve Airborne Assaults and Supply Air Drops. 3. Axis player resolves combat on a hex by hex basis:
Resolve combat. Execute Retreats and Advances after Combat. 4. Return supporting air and naval units to their bases. H. Axis Administrative Phase 1. Axis player advances railhead markers and checks to see if any unsupplied Axis units are back in supply. If so remove their unsupplied markers. 2. Allied/Soviet player (only) removes disrupted markers from their air and naval units. 3. Axis player removes disrupted markers from airborne units (only). 4. Axis player places partisans (if any). 5. Axis player completes repair of damaged naval units. 6. Allied/Soviet player flips all "used" air units back to their "available" sides and notes that all naval units are available. IMPORTANT NOTE: An enemy airfield printed on the map occupied by the Axis player during any phase instantly becomes available to him at the moment of capture. III. ALLIED/SOVIET PLAYER SEGMENTA. Allied/Soviet Reinforcement Phase 1. Declarations of War. 2. Eliminate un-needed Allied/Soviet Beachhead counters and place Allied/ Soviet Beachhead counters in controlled beach hexes. 3. Bring on Reinforcements and Replacements. 4. Initiate repair of naval units. 5. Plan Amphibious Assaults and Airborne Assaults 6. Choose Artillery Unit Mode. B. Allied/Soviet Supply Phase 1. Check supply and increment unsupplied markers. If 4th or greater turn out of supply, check for unit surrender. C. Allied/Soviet Movement Phase 1. Allied/Soviet player breaks down eligible units into smaller formations. 2. Initiate construction of forts and airfields. 3. In no special order Allied/Soviet player moves ground, leader, supply and naval units and executes overruns. 4. A naval unit may perform one mission during a naval turn. A naval unit that begins its turn in a beachhead hex or unsupplied port must replenish supplies in a friendly port.
b. Offensive Shore Bombardment c. Naval Transport d. Amphibious Assault e. Place on Patrol status Naval units have 7 MP's. They expend 1 MP per sea zone entered, to perform a mission and to replenish supplies. 5. While Allied/Soviet player is moving naval units, Axis player can attempt Naval Interception (and Allied/Soviet player can intercept Axis player intercepting force). While the Allied/Soviet player is moving naval units, the Allied/ Soviet player can attempt Defensive Naval Bombing (and Allied/Soviet player can intercept Axis player air units). 6. Allied/Soviet player recombines eligible units into larger formations. 7. Construction of forts and airfields are completed provided the required amount of time has elapsed. D. Allied/Soviet Air Phase An air unit may perform one mission during an air turn. If an Allied/Soviet fighter flies an escort or transfer it is not 'used'. 1. The Axis player allocates Defensive Air Support, Escort, and Transfer missions. 2 * The Allied/Soviet player allocates Escort, Offensive Air Support, Air Base Bombing, Naval Bombing, Interdiction, Carpet Bombing*, Transport, and TransTer missions. 3. The Axis player allocates Interception missions. 4. Resolve Air Combat. *Note: The Soviet player normally has no HB units to conduct Carpet Bombing attacks with in The Struggle for Europe series. The Allied player does. E. Allied/Soviet Combat Phase 1. All Flak Attacks are resolved. 2. Resolve Air Base bombing, Naval Bombing, Airborne Assaults and Supply Air Drops. 3. Allied/Soviet player resolves combz on a hex by hex basis:
Resolve Combat. Execute Retreats and Advances al ter Combat. 4. Return supporting (both offensiv and defensive) air and naval units t their bases. F. Allied/Soviet Exploitation Phase 1. Allied/Soviet player breaks down elgible armor/motorized units into small formations. 2. Allied/Soviet player lands his build up units. All armor, motorized, an leader units in the invasion hexes can expend 1 MP. 3. All other armor, motorized, leader and supply units may move 1/2 the MP's. 4. Allied/Soviet player recombines eligible armor/motorized units into large formations. G. Allied/Soviet Post- Exploitation Combat Phase Allied/Soviet units stacked with leader may attack. 1. All Flak Attacks are resolved. 2. Resolve Airborne Assaults and Sup ply Air Drops. 3. Allied/Soviet player resolves combat on a hex by hex basis:
Resolve combat. Execute Retreats and Advances after Combat. 4. Return supporting air and naw units to their bases. H. Allied/Soviet Administrative Phase 1. Allied/Soviet player advances rail head markers and checks to see if an, unsupplied Allied/Soviet units are back in supply. If so remove their unsupplied markers. 2. Axis player (only) removes disrupted markers from his air and naval units. 3. Allied/Soviet player removes disrupted markers from their airborne unit (only). 4. Allied/Soviet player places partisans. 5. Allied/Soviet player completes repair of damaged naval units. 6. Axis player flips all "used" air unit back to their "available" sides and note that all naval units are available. NOTE: Enemy airfields printed on the map occupied by the AlliedlSoviet player during any phase instantly become available. IV. ADVANCE THE GAME TURN MARKERBack to Art of War Issue #30 Table of Contents Back to Art of War List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |