[Arriba Espana] [Battle for China] [Blood & Steel] [Cuban Missile Crisis] [MacArthur's War] [Siege of Hong Kong] [Trampling out the Vintage] [Victory in Vietnam] [Ypres: 1915]
3.0 SEQUENCE OF PLAY
The time scale is 2-3 months per turn (longer turns in the winter, therefore 5 turns per year). Each turn, the two players perform the following sequence of steps, in order (each phase is described in detail in the following rules):
3.1 Random Events Phase
One player determines what random event, if any, occurs this turn (see
4.0).
3.2 Political Phase
Both players simultaneously determine whether there have been any changes
to the support of foreign powers for his cause, attempts to influence foreign
powers, and makes any additions or subtractions to his Political Support
(PS) level due to these changes or other political events (see 5.0).
3.3 Strategic Phase
Both players simultaneously place any newly-created, rebuilt, or reinforcement
units on the map within the restrictions of the rules (see 6.0), as well
as any armour or artillery Asset Points (AP) just purchased. Then, he performs
any Air/Naval transport (see 6.7).
3.4 Rebel Player Turn
3.4.1 Organization Phase: The player organizes his military
units into stacks (Battlegroups) of one or more units. These stacks will
move and fight as one entity during the Movement and Combat Phases that
follow (see 7.0).
3.4.2 Movement Phase: The player's Battlegroups (BG) move from Area to Area on the map under the rules governing Movement (see 8.0).
3.4.3 Combat Phase: The player's BG engage enemy BG in the same Area under the rules governing combat (see 9.0 and 11.0).
3.4.4 Counterattack Phase: Within limits, enemy BG in a given Area that were not attacked in the Combat Phase may now attack the player's BG in that Area (see 9.4).
3.4.5 Recovery Phase: Units belonging to the player that were Disrupted as a result of combat may now attempt to recover (see 10.0).
3.3 Republican Player Turn
The Republican Player repeats Phases 3.4.1 to 3.4.5 using his units.
3.4 Turn Interphase
Both players determine Control of all the Areas on the map and make
any final adjustments to their PS levels (see 12.0).
This concludes one Game-turn. This cycle repeats until one player resigns or his Political Support level falls to zero, or the end of the final Game-turn (April-May 1939) is reached (see 13.0) (4/1/98).
5.42 Intervention (addition): c), after the second sentence add "(Treat the Portuguese divisionas any other Nationalist division: it has a cadre level of 0, it can be rebuilt, and it can form BG with other Nationalist units.)" (19/1/00)
Charts (correction): Change the PSP chart to read that each side receives +1 PSP for each REGION they control prior to control determination, not each area (19/1/00).
16.4 United Front (correction) In the second paragraph, third sentence, the reference to moving CCP units should specify CCP regular units (19/1/00).
Map (correction): Players should disregard the "6" entry area on the south map edge (19/1/00).
13.0 WINNING THE GAME (correction): The Soviets should recieve 2 VPs (not 3) for any formation not committed to the game (19/1/00).
14.2.3 Walter Wittman (additional optional rule): German tank ace, Walter Wittman led the Leibstandarte's Tiger tank unit. Once per turn, in any armor attack involving the 1st SS Tiger Tank company, the German player may re-roll the die if the initial DR result is a miss. The second DR stands if it is taken. This re-roll option is lost if the 1st SS Tiger unit is destroyed. There is no VP penalty/award for this optional rule (19/1/00).
Nuclear Arsenal Chart (correction): the VPs awarded for bombers in incorrectly listed as x10. That should read 0.1 (or divided by ten). Thus the US should be receiving 360 VPs for their bomber forces (not 36,000) (13/7/02).
2.0 Game Components (correction): the first run of rules incorrectly list the number of players' aids as five; this should read 3 (13/7/02).
10.1.2 Soviet Convoys (clarification): All Soviet ships in transit -- convoys, IRBMs and submarines -- move in the Communist strategic movement phase (13/7/02).
Once arrived, submarines may choose to escort arriving convoys. They add one to the die roll of any American rolls on the Convoy Intercept Table. After completing the escort, the submarine is returned to the Outside Quarantine box on the Game Turn Track, making it available to escort next turn (13/7/02).
A single submarine may escort a single convoy per turn: one counter per counter. A single submarine cannot escort a group of convoys per turn and more than one submarine escorting a single convoy has no additional effect on the US die roll (13/7/02).
Escalation Ladder (correction): under replacement points for the Global War level, the second 1 UN should read 1 USSR.
Mobilization vs Commitment (further clarification through example): At the Police Action level it costs 1 VP to mobilize a PLA army. At Limited War and higher, it is free. PLA armies cannot be mobilized lower than Police Action.
At the Limited War level, it costs 1 VP to commit a PLA army. At Asian War and higher, it's free. PLA armies cannot be committed below Limited War.
Mobilization is the act of bringing new armies onto the map in China (outside the scope) as reinforcements.
Commitment is the act of sending armies into the scope (7/8/98).
Counters (clarification): the highlighted unit symbols used for initial deployment are not very clear. To recap, the initial deployment is as follows:
18.2 Railroad Repair (clarification): The 1 VP awarded to the Union player for each station destroyed by the Confederate player is in addition to the VP award the Union player receives for the capturing the station as per rule 16.1. (12/5/00)
Charts (correction): The Combat Results Table contains a DR result of 4 in a 1:2 attack. This should read "1R/--" not "9R/--". (12/5/00)
Charts (ommission): The Prison Raid Table was left out. This should read:
Die Roll | Result |
1 or less | The Union player gets no victory points and all cavalry units (both sides) do not return |
2-3 | The Union player receives 1 VP, or 0 VPs and 1 cavalry unit may return to the game as a reinforcement next turn. |
4-5 | The Union player receives 2 VPs, or 1 VP and 1 cavalry unit may return to the game as a reinforcement next turn. |
6 or more | The Union player receives 2 VPs and 1 cavalry unit may return to the game, or 1 VP and all cavalry unit may return to the game. |
11.0 Morale (clarification): a morale level never drops below zero. Once zero is reached, it remains there with no additional effects (6/9/96).
16.2 Victory (clarification and correction): victory points are awarded for city hexes captured, or in otherwords cities that change hands during the course of the game. Cities hexes that are behind friendly lines that have not been captured by the enemy do not count towards the victory total. Allied cities are captured by the Germans and German cities are captured by the Allies (7/8/98).
Map (correction): On the legend, "town" should say "city" (7/8/98).