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Each game turn,
which represents fifteen minutes of real battle action, is sub-divided into
the following phases: Each phase is sequential such that engineering should
be performed before movement, which is before fire action and so on.
Engineering:
During this phase available combat units can engage in light field engineering tasks,
which might include demolition, light construction and incendiary action.
Units that perform engineering tasks may be prohibited from formation
changes and fire action, and may typically incur fatigue loss.
Movement:
During this phase combat units can attempt to charge, change formation,
double, perform passage of lines or voluntary routs and cross disruptive
terrain. All necessary morale checks and fatigue loss is automatically
calculated as required by the selected option.
Fire
Combat: During this phase combat units can engage in unit to unit fire
combat. All necessary morale checks, fatigue and combat strength losses will
be automatically calculated dependent upon the physical circumstances
affecting and relating to the firing and target units.
Close
Combat: During this phase combat units that are determined to be actual
or more realistically near physical contact are engaged in melee. All
necessary morale, fatigue and combat strength losses will be automatically
calculated dependent upon the physical circumstance affecting each unit
engaged in the combat.
Rally:
During this phase combat units as required, due to weakening morale, can
be inspected and rallied by general officers in an attempt to improve
the units current state of order and morale level. Some general officers,
depending on their leadership qualities and position in the army's chain of
command will perform this duty better than others.
End
of Turn: This phase is mandatory at the end of each game turn. The Army
Initiative status will be displayed. The army with the better army
initiative is given the option of moving before or after their opponent.
This alternate move system avoids many of the traditional pitfalls
associated with simultaneous movement. General officers will be advised of
the receipt of new orders, and of their own personal morale status. Combat
units are reviewed for compulsory reactions resulting from their combat
experience of the preceding game turn. Any loss or improvement in fatigue,
morale or combat strength will be automatically calculated and accounted.
the system will update the prevailing weather, ground and visibility
conditions and proceed to the next game turn, where the sequence is
repeated.
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