- [4.0]? THE GAME TURN
Game activity and the measurement of elapsed historical time is controlled by the Game-Turn (GT); each day of historical time consists of three GTs?: the AM turn, the PM turn, and a Night turn which can be extended by Extended Night Activity if either side desires. Each GT is composed of phases and segments outlined in the Sequence of Play below.
Design Note: The Night game-turn has a slightly different sequence of play than the AM/PM turns. The main difference concerns units in Exploitation Mode and the possibility of Extended Night Activity.
[4.1.0]? Sequence of Play
- [4.1.1]? Active Side
If a phase or segment is labeled as belonging to one side, only that side is active during that phase (or segment); only the active side may conduct the activity listed in that phase or segment.
Within each GT, there is a US Player-Turn and German Player-Turn. Unless otherwise stated in the Sequence of Play, only the side the Player-Turn belongs to may be active during phases and segments within that Player-Turn.
- [4.2.0]? Game Turn Sequence Outline
- Each GT must proceed exactly as described in the following outline.
- [4.2.1]? Weather Determination Phase
- The US side rolls a die and consults the Weather Table to determine the Weather and Ground conditions for the current turn. Markers are adjusted on the appropriate tracks to record these conditions. If players agree the historical weather can be used; this is found on the Turn Record Track.
- [4.2.2]? Air Point Allocation Phase (AM and PM Turns Only)
- Both sides check the GT record track to see if they receive any Air Points (19.0) and Air Supply Points (14.4.4a). Each side then allocates its air points to sectors on the map by adjusting the Air Point marker for that map sector to reflect the number of air points that have been assigned to it. These points can then be used later in the GT.
- [4.2.3]? German Transport Phase (AM Turns Only)
- On AM GTs? the German player assigns Truck Points (14.9.1) to his armies and the type of cargo they will carry (Fuel, Ammo, or Units). Starting on the December 02. Game components AM GT the German Transport Table is referenced to determine how many points of fuel are actually delivered to each army, or how effective ammo transport has been.
- [4.2.4]? Leader Activation Phase (AM Turns Only)
- During AM GTs? (starting with the Dec 17 AM GT), both players must check to see what leaders on the map are activated for the rest of the entire day.
- [4.2.5]? Surrender Phase (AM Turns Only)
- During AM turns, starting on the December 18 AM GT, both players must check to see if Isolated units surrender.
[4.2.6]? US Player-Turn
1. Construction Phase: The US side may start/finish construction of Fieldworks (IPs? and ETs?) and Bridges in the following order:
- Fieldworks (IPs? and ETs?) under construction are flipped to their completed sides.
- New Fieldworks construction begins by placing their "under construction" sides face up on top of the unit initiating the construction.
- Bridge Construction markers are flipped to their completed sides.
(D) Begin new bridge construction by placing "under construction" bridge markers on the map. 2. Mode Determination Phase: The US player determines the mode each of his units will be in for the remainder of the GT. A unit's mode may not be voluntarily changed until the next friendly Mode Determination Phase. Possible modes are Tactical, Prepared Assault, Exploitation, Maneuver Reserve, Combat Reserve, and Strategic (6.0). TPs? may be used to mechanize non-Mech units (5.7.2). 3. Movement Phase: The US player may conduct the following activities and types of movement in the following order: (E) Engineer units that do not move in this phase may attempt to destroy bridges (15.4.1). (F) Allocate Fuel Points (German Only; see 14.9.2a) (G) All units in Strategic Mode can be moved. (H) All units in Tactical Mode using road movement can be moved. (I) All units in Tactical Mode that are not using road movement can be moved. (J) All units in Prepared Assault Mode can be moved. (K) Two or more steps of engineer units may complete any Fieldworks that they are stacked with (flip the appropriate under construction markers).Units in Combat Reserve, Maneuver Reserve and Exploitation Mode may not move.
Units in Tactical Mode may breakdown or build-up (see 17.0). This requires one-half of their current movement allowance.
Play Note: The only form of combat that may occur during a Movement Phase is enemy air interdiction attacks (against moving units).
4. Resting Phase US units in Tactical Mode that are not adjacent to an enemy unit and that did not move during the Movement Phase may remove a Resting marker or flip a Fatigue marker.
5. German Exploitation Movement Phase: German units in Exploit Mode may move up to one-half of their movement allowance and may conduct overruns. Units using road movement must move first, followed by units using tactical movement. A German mechanized formation in Exploit Mode retains the Fuel status it had at the end of its previous friendly exploitation phase. (A Night GT's Exploitation Phase is slightly different - see 4.2.9) 6. Combat Phase: The Combat Phase activities are conducted in the following order: * Attack Designation Segment: The US side designates units that will attack. * US Artillery Barrage Segment: US artillery units may barrage German units. Design Note: The US player always barrages first, even during the German Player turn (except for the pre-dawn turn). ? German Artillery Barrage Segment: German artillery units may barrage US units. ? Place Possible Retreat Markers Segment: The US player places "?Retreat" markers on friendly units where it is required (usually due to mandatory attack requirements that can't be met). ? US Ground Assault Segment: The US side attacks German units using Ground Assault. 7. US Exploitation Phase: US units in Exploit Mode may move up to one-half of their current movement allowance and conduct overruns. Units using road movement move first, followed by units using tactical movement. 8. US Administrative Phase:
- The Administrative Phase activities are conducted in the following order:
- The supply status of all US units is checked. Mark those units that cannot trace a valid supply path or are isolated with the proper Supply Status marker.
- Mutual Ammo Replenishment: Depleted US and German Artillery Units check for artillery ammo replenishment (12.6.3). The Non-active player's dice-rolls are modified by plus one.
- Eligible US units may receive replacement steps. The US player checks the GT record track for the number of replacement points received and if he should roll on the Specialist Replacement Table.
- The US player may reassign formations to new commands and attach/detach sub-formations (and individual units) to new formations (or sub-formations). Army and Corps level subordinations are made only during Night GTs? (14.2.2).
- [4.2.7]? German Player-Turn
- The German Player-Turn occurs in the same manner as the previous US Player-Turn; all roles except those of the artillery barrage sequence are reversed. The US player never worries about fuel.
- [4.2.8]? Game Turn Indication Phase
- The GT marker is advanced to the next turn, and a new GT begins.
- [4.2.9]? Night Turn Exploitation Phase
The Sequence of Play for Night GTs? is identical to AM and PM GTs? except for the exploitation phases. The following rule applies only to Night GTs?.
During night (and extended night) GTs?, a player with units in Exploit Mode must choose when to take a single exploitation phase: either just after a friendly combat phase, or just after an enemy regular movement phase. This choice affects ALL of a side's units in Exploit Mode. The units may move up to their full MA.
Example: The German player has KG Peiper in Exploitation Mode and the US regular movement phase for the Dec 17 Night turn has just ended. The German player can now choose to move KG Peiper's units up to twelve MPs? in an Exploitation phase that occurs now, or he could wait until his night player-turn and take an Exploitation phase following the end of the German Dec 17th Night Combat phase. The German player may not do both, however.
- [4.3.0]? Extended Night Activity
- At the end of the German Administrative Phase of each Night GT, either side may choose to conduct Extended Night Activity. Extended Night Activity uses a special sequence of play (see below). The Movement and Combat Phases are the same as in Night GTs?, except units that move or conduct combat may become fatigued (13.0). There are no other phases during Extended Night Activity.
[4.3.1]? Extended Night Activity Sequence of Play
To begin the Extended Night Activity each side secretly chooses how many units (if any) it will attempt to activate. The US player may pick up to 10 units, the Germans up to 02. Game components. Each side then reveals how many units it pledged and rolls d10. The number of units each side pledged is added to its die-roll result and the side with the higher total chooses who is to be First Player. Extended Night Activity then occurs in the following sequence:
A. First Player-Turn 1. First Player Movement Phase 2. Possible Second Player Exploitation Phase (with all MPs?.) If not, then occurs after Second Player Combat. 3. First Player Combat Phase 4. First Player Exploitation Phase (with all MPs?.) If not, then occurs after Second Player Movement Phase. B. Second Player-Turn 1. Second Player Movement Phase 2. Possible First Player Exploitation Phase (with all MPs?.) If not used in segment A4 above, it occurs now. 3. Second Player Combat Phase 4. Second Player Exploitation Phase (with all MPs?.) If not used in segment A2 above, it occurs now. C. Mutual Fatigue Phase
- [4.3.2]? Activating Units
- Each side conducting Extended Night Activity MUST attempt to activate the number of units it originally pledged for activation. These units may be activated at the beginning of the friendly movement or exploitation phase. Breakdown units, units in Strat Mode and Out of Supply units may not be chosen. Each unit's activation attempt is done separately. A unit is activated if it makes a successful Proficiency Check (4.4.0) using its attack PR. A unit that fails does not become active and is immediately marked with a Fatigue marker. An activated leader may attempt to activate all his subordinated units at once (see 22.1.2).
- [4.3.2a]? German Units and Fuel
- A German Mech unit uses the fuel status of its formation in the immediately preceding Night GT.
- [4.3.3]? Fatigue and Activation
- Each unit that was activated during an Extended Night Activity has a Fatigue marker placed upon it during the Mutual Fatigue Phase. Exception: Units that left Maneuver Reserve Mode in the previous AM, PM or Night GT of that day are not subject to Fatigue (see 6.5.2).
- [4.3.3a]? Fatigue and Extended Night Combat
- Each un-activated defending unit that either defends at full strength, or suffers a retreat result due to Ground Assault or Barrage, has a Resting marker placed upon it after the Combat Phase. Defending units may voluntarily fight a Ground Assault at half strength (factions rounded up) to avoid Resting status.
- [4.4.0]? Proficiency Checks
- Whenever a unit is called upon to make a Proficiency Check, it uses the following procedure. A d10 is rolled and the result is compared to the unit's Proficiency Rating (PR). If the die-roll is higher than the unit's PR, it has failed its Proficiency Check. (Leader Initiative Checks use the same procedure).
