This is a complete turn sequence, incorporating all the features of a turn, including new rules found here.
- Determine the wind direction
- Deterine Storm level
- Determine Initiative
- Roll for Storm damage
- Player 1 rolls for fire removal
- Both players secretly determine their EW ratings in the turn
- Both sides openly declare their EW ratings
- Determine Active ECM and Jamming ratings
- Conduct air to air dogfights
- Surviving aircraft may conduct air attacks against ground attack aircraft
- Surviving air attack units are returned to the Air Commitment Card
- Player 1 Morale Recovery
- Roll for Infantry Morale Recovery
- Roll for Shock Recovery
- Player 1 Smoke Removal
- Player 1 Aircraft Ground Attacks
- Player 1 attacks with their ground attack aircraft
- Player 2 conducts return fire with attacked units
- Conduct Aircraft Landings
- Player 1 Determine Artillery Observation Level
- Player 1 Movement
- Player 1 moves all units
- Conduct any Overrun combat
- Conduct any Opportunity Fire
- Mutual Fire
- Player 1 declares all attacks
- Player 2 declares all attacks
- All attacks are resolved
- Player 1 Aircraft Return
- Player 2 Morale Recovery
- Roll for Infantry Morale Recovery
- Roll for Shock Recovery
- Player 2 Smoke Removal
- Player 2 Aircraft Ground Attacks
- Player 2 attacks with their ground attack aircraft
- Player 1 conducts return fire with attacked units
- Conduct Aircraft Landings
- Player 2 Determine Artillery Observation Level
- Player 2 Movement
- Player 2 moves all units
- Conduct any Overrun combat
- Conduct any Opportunity Fire
- Mutual Fire
- Player 2 declares all attacks
- Player 1 declares all attacks
- All attacks are resolved
- Player 2 Aircraft Return
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