The game is fought as a series of moves. These are split into two bounds, one for each player. Each bound is split into the phases as listed below: -
Phase 1
a. Clear smoke and artillery templates
b. Roll for air superiority.
c. Make a communications check to see if any off table artillery support this turn.
d. Recon: -
i. Recon units may move.
ii. Recon and leader unit may attempt to spot enemy blinds.
e. Test morale for those contacted in enemy bound
f. Move retiring, evading or remove routing units, resulting from 1(a)
Phase 2
a. The phasing player’s units may fire: -
i. Units suffering casualties or hit by HE or aircraft must take a moral test
ii. Move units retiring or routing as a result of the morale test.
b. Any assaulting units still in contact may fire: -
i. Take any resulting moral tests, and move retiring or routing units.
ii. If both units still in contact the attackers will fall back 1”.
Phase 3
a. One Command Element at a time rolls for initiative; all actions must be completed before moving onto the next.
i. Allocate initiative to activate any new orders received in earlier bounds
ii. Move the units under the command Element’s command
iii. Test for hits and morale if moving through minefield or bombardment area.
b. Any Command Elements previously hit are replaced
c. Write down any order changes sent this phase.