Game Turn Sequence
Moderators: Paullus, Peter Fisla
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
Game Turn Sequence
This is straight from the game manual:
8.1. Appendix A-Sequence of Play
Each scenario has a number of turns played, each turn represents about 2 minutes of actual time. Each game turn is divided into two parts, and each part is comprised of 8 segments. Some segments are done by both the ATTACKER as well as the DEFENDER. Some segments are performed by the ATTACKER only and some by DEFENDER only.
8.1.1. Pre-Game Setup Segment
At the beginning of each scenario, the player will have the ability to place Personnel units/Ordnance/AFV (if available) on the map.
8.1.2. Reinforcement Segment
If there are Reinforcements (Personnel Units/AFVs) due to enter for specific a player turn the Reinforcements Segment will activate, otherwise the game proceeds to Administrative Segment.
8.1.3. Administrative Segment
Administrative segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, all broken personnel units will try to recover from their broken state either with or without presence of good order state Leader. Broken support weapons, ordnance and AFVs will be repaired if possible. AFVs will try to recover from shocked state. In addition, new units (if available) will also come on board. Personnel units will also be able to recover not possessed weapons from the ground.
8.1.4. Fire Segment
The ATTACKER performs all fire actions for all his units that are eligible to fire.
8.1.5. Movement Segment
The ATTACKER performs movement actions for all his eligible units (that did not fire in the Fire Segment). The DEFENDER can interrupt ATTACKER’s movement/actions by performing Defensive Fire with his eligible units.
8.1.6. Defensive Fire Segment
The DEFENDER can perform Defensive Fire with his eligible units that did not defensive fired during ATTACKER‘s Movement Segment.
8.1.7. Advancing Fire Segment
The ATTACKER units that moved in Movement Segment may fire in this segment at reduced firepower. However, support weapons, ordnance and AFV may fire only once without Rate of Fire.
8.1.8. Rout Segment
Rout segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, the active player’s all broken+ personnel units that are adjacent to good order enemy units as well as all broken+ personnel units in LOS of enemy units in open ground (without any terrain bonus) have to rout away. Failing to do so would eliminate the broken+ personnel units. The broken+ personnel units while they perform move command in open ground terrain hex can be interdicted by the enemy units. No broken+ personnel unit may be interdicted more than once if the broken+ personnel unit suffered casualty from interdiction already in the current segment. A broken+ personnel unit that performs low crawl move (1 hex move) cannot be interdicted by the enemy units at all. A broken+ personnel unit cannot rout towards enemy unit in LOS (or known enemy units – meaning an enemy unit that was seen previously in the current Rout Segment but it is not visible later).
8.1.9. Advance Segment
The ATTACKER may move personnel units by one hex and possibly move into the DEFENDER’s hex - this will then trigger Close Combat Assault and hex will be marked with Close Combat marker.
8.1.9.1. Ambush
When advancing personnel unit moves into a hex with enemy units, an Ambush can possibly occur. An Ambush check is triggered in Woods/Building/Rubble hex.
Once Ambush bonus is determined, the side with the Ambush bonus can possibly influence the outcome of Close Combat.
Note: A stealthy personnel unit can gain a possible advantage in Close Combat.
8.1.10. Close Combat Segment
All hexes marked with Melee marker are resolved first (Melee hex is a close combat assault hex that did not get resolved in in the previous Close Combat Segment); all hexes marked with Close Combat marker are then resolved next.
8.1.11. End of Turn
Once the Close Combat Segment is completed the second part of the turn is executed where the ATTACKER now becomes the DEFENDER and the DEFENDER now becomes the ATTACKER. Example, say on a turn 1, and first part of the turn the ATTACKER is German and the DEFENDER is Russian. In the second part of the turn 1 Russian is now the ATTACKER and the German is now the DEFENDER. Once both parts of the turn are done the game turn is now over and the turn 2 now begins. Once all turns are completed, the scenario is finished.
8.1. Appendix A-Sequence of Play
Each scenario has a number of turns played, each turn represents about 2 minutes of actual time. Each game turn is divided into two parts, and each part is comprised of 8 segments. Some segments are done by both the ATTACKER as well as the DEFENDER. Some segments are performed by the ATTACKER only and some by DEFENDER only.
8.1.1. Pre-Game Setup Segment
At the beginning of each scenario, the player will have the ability to place Personnel units/Ordnance/AFV (if available) on the map.
8.1.2. Reinforcement Segment
If there are Reinforcements (Personnel Units/AFVs) due to enter for specific a player turn the Reinforcements Segment will activate, otherwise the game proceeds to Administrative Segment.
8.1.3. Administrative Segment
Administrative segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, all broken personnel units will try to recover from their broken state either with or without presence of good order state Leader. Broken support weapons, ordnance and AFVs will be repaired if possible. AFVs will try to recover from shocked state. In addition, new units (if available) will also come on board. Personnel units will also be able to recover not possessed weapons from the ground.
8.1.4. Fire Segment
The ATTACKER performs all fire actions for all his units that are eligible to fire.
8.1.5. Movement Segment
The ATTACKER performs movement actions for all his eligible units (that did not fire in the Fire Segment). The DEFENDER can interrupt ATTACKER’s movement/actions by performing Defensive Fire with his eligible units.
8.1.6. Defensive Fire Segment
The DEFENDER can perform Defensive Fire with his eligible units that did not defensive fired during ATTACKER‘s Movement Segment.
8.1.7. Advancing Fire Segment
The ATTACKER units that moved in Movement Segment may fire in this segment at reduced firepower. However, support weapons, ordnance and AFV may fire only once without Rate of Fire.
8.1.8. Rout Segment
Rout segment is split into two parts; first the ATTACKER performs all his actions then the DEFENDER performs all of his actions. In this segment, the active player’s all broken+ personnel units that are adjacent to good order enemy units as well as all broken+ personnel units in LOS of enemy units in open ground (without any terrain bonus) have to rout away. Failing to do so would eliminate the broken+ personnel units. The broken+ personnel units while they perform move command in open ground terrain hex can be interdicted by the enemy units. No broken+ personnel unit may be interdicted more than once if the broken+ personnel unit suffered casualty from interdiction already in the current segment. A broken+ personnel unit that performs low crawl move (1 hex move) cannot be interdicted by the enemy units at all. A broken+ personnel unit cannot rout towards enemy unit in LOS (or known enemy units – meaning an enemy unit that was seen previously in the current Rout Segment but it is not visible later).
8.1.9. Advance Segment
The ATTACKER may move personnel units by one hex and possibly move into the DEFENDER’s hex - this will then trigger Close Combat Assault and hex will be marked with Close Combat marker.
8.1.9.1. Ambush
When advancing personnel unit moves into a hex with enemy units, an Ambush can possibly occur. An Ambush check is triggered in Woods/Building/Rubble hex.
Once Ambush bonus is determined, the side with the Ambush bonus can possibly influence the outcome of Close Combat.
Note: A stealthy personnel unit can gain a possible advantage in Close Combat.
8.1.10. Close Combat Segment
All hexes marked with Melee marker are resolved first (Melee hex is a close combat assault hex that did not get resolved in in the previous Close Combat Segment); all hexes marked with Close Combat marker are then resolved next.
8.1.11. End of Turn
Once the Close Combat Segment is completed the second part of the turn is executed where the ATTACKER now becomes the DEFENDER and the DEFENDER now becomes the ATTACKER. Example, say on a turn 1, and first part of the turn the ATTACKER is German and the DEFENDER is Russian. In the second part of the turn 1 Russian is now the ATTACKER and the German is now the DEFENDER. Once both parts of the turn are done the game turn is now over and the turn 2 now begins. Once all turns are completed, the scenario is finished.
RE: Game Turn Sequence
Peter:
1) In some computer games I have played it seemed the defender had an awful lot of defensive fire. On the other hand you could have a game where the defender has only some fire and the attacker draws that fire by running an empty truck next door. What kind of approach is taken in your game?
2) Would an AT Gun fire at infantry even if there are unmoved Tanks nearby?
Thanks as always,
Gerry
1) In some computer games I have played it seemed the defender had an awful lot of defensive fire. On the other hand you could have a game where the defender has only some fire and the attacker draws that fire by running an empty truck next door. What kind of approach is taken in your game?
2) Would an AT Gun fire at infantry even if there are unmoved Tanks nearby?
Thanks as always,
Gerry
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Game Turn Sequence
ORIGINAL: Gerry
Peter:
1) In some computer games I have played it seemed the defender had an awful lot of defensive fire. On the other hand you could have a game where the defender has only some fire and the attacker draws that fire by running an empty truck next door. What kind of approach is taken in your game?
2) Would an AT Gun fire at infantry even if there are unmoved Tanks nearby?
Thanks as always,
Gerry
The terrain defensive bonus can be light, medium or heavy. So if a personnel unit moves into a los of enemy AT gun that can fire HE round and the odds of hitting the moving personnel units are good then the AT gun will fire, however it can only fire once against the moving personnel unit. If the target hex where the personnel unit is moving has medium defensive bonus then the AT gun can fire at the personnel unit potentially twice (assuming the AT gun after it fired and kept its Rate of Fire can still fire again). It's all explained in the manual, same principle as in ASL.
RE: Game Turn Sequence
Peter:
Is it possible to break the movement phase down into a few file exchanges via hot seat? Trying to emulate how we use PBEM in VASL. So if I had 10 squads could I:
1)move two of them and see what happened before moving some more in another file exchange?
2) Have him stop going through my file as soon as he broken a unit of mine or say a Tank is now in LOS (these are the kind of agreements you can have in PBEM ASL (stop as soon as you break a unit or as soon as a Tank is visible).
Thanks,
Gerry
Is it possible to break the movement phase down into a few file exchanges via hot seat? Trying to emulate how we use PBEM in VASL. So if I had 10 squads could I:
1)move two of them and see what happened before moving some more in another file exchange?
2) Have him stop going through my file as soon as he broken a unit of mine or say a Tank is now in LOS (these are the kind of agreements you can have in PBEM ASL (stop as soon as you break a unit or as soon as a Tank is visible).
Thanks,
Gerry
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Game Turn Sequence
ORIGINAL: Gerry
Peter:
Is it possible to break the movement phase down into a few file exchanges via hot seat? Trying to emulate how we use PBEM in VASL. So if I had 10 squads could I:
1)move two of them and see what happened before moving some more in another file exchange?
2) Have him stop going through my file as soon as he broken a unit of mine or say a Tank is now in LOS (these are the kind of agreements you can have in PBEM ASL (stop as soon as you break a unit or as soon as a Tank is visible).
Thanks,
Gerry
Like in ASL, any time you move your unit the enemy can contact defensive fire against your just moved unit. You are going to have to agree on some house rules to make it work.
RE: Game Turn Sequence
I understand about the house rules but it seems that the game will allow us to set up and manage house rules. That is, it doesn't require a segment, like the Movement Segment, to be completed in one file.
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Game Turn Sequence
ORIGINAL: Gerry
I understand about the house rules but it seems that the game will allow us to set up and manage house rules. That is, it doesn't require a segment, like the Movement Segment, to be completed in one file.
Sorry, need to follow the SOP...
RE: Game Turn Sequence
Peter: I am not saying to change the SOP. I am asking if the Movement Segment can be broken up into multiple files for hotseat.
Gerry
Gerry
- Peter Fisla
- Posts: 2598
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Game Turn Sequence
ORIGINAL: Gerry
Peter: I am not saying to change the SOP. I am asking if the Movement Segment can be broken up into multiple files for hotseat.
Gerry
Yes it can, you make a moved...you send the file over to your friend, he does his defensive fire and send the file over to you. You move again...etc. Does this answer your question ?
RE: Game Turn Sequence
Like in ASL, any time you move your unit the enemy can contact defensive fire against your just moved unit. You are going to have to agree on some house rules to make it work.
That's the one thing I never liked about Board Games, every one seemed to have their own version/interpretations of the rules! Computer games the rules are hard coded or have some options to select/deselect.
RE: Game Turn Sequence
ORIGINAL: Peter Fisla
ORIGINAL: Gerry
Peter: I am not saying to change the SOP. I am asking if the Movement Segment can be broken up into multiple files for hotseat.
Gerry
Yes it can, you make a moved...you send the file over to your friend, he does his defensive fire and send the file over to you. You move again...etc. Does this answer your question ?
Spot on. Thanks.
