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Card and Board Game Sequence of Play
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A World at War (numbering format removed SC)
Game
turn Research
phase. Axis announce and make research die rolls. Allies announce and make research die rolls. Axis place spy rings; Allies eliminate Axis spy rings. Allies place spy rings; Axis eliminate Allied spy rings.
Weather die rolls. Ultra and Magic draws. European Axis and Japanese player turns. Western Allied and Russian player turns. Player
turn Diplomatic phase. Moving player announces all diplomatic targets and reaction Moving player reveals
Diplomatic Points in announced targets. Moving player activates
Diplomatic Points for
USAT. Non-moving player reveals
Diplomatic Points in moving player’s Russia targets a selected diplomatic target for subversion. Moving player announces covert operations; non-moving Non-moving player announces covert operations; moving Moving player makes diplomatic die rolls.
Placement of forces of newly activated minor allies and Minor allies surrender or switch sides. Die roll to determine effective US tension levels (Allied turn). Check tension levels for Russian and American mobilizations
Oil and
Basic Resource Point adjustments. Place newly produced oil counters on oil centers. Move oil counters to oil reserves unless transports required. Use oil counters to offset air, naval and army oil effects and Add or subtract BRPs for transport levels, mobilizations,
Declarations of war. Allied mining of Norwegian waters (Allied turn). Placement of forces of newly attacked minor countries. Voluntary elimination of units.
Movement phase Placement of airbase counters. Staging of air units. Attacker announces, then resolves, counterair missions. Attacker resolves air attacks on patrolling submarines. Attacker announces naval base changes, patrols and Resolve patrols. Announce and resolve harbor attacks. Resolve base changes and movement of naval units to and Initial supply determination. Sea supply; assign transports to carry oil; designate Resolve air and naval interactions. Augment oil reserves from transports. Use oil counters to offset air, naval and army oil effects. Air supply. Determine supply status of attacker's units.
Air and sea transport: Movement of ground units to their base of embarkation Air and sea transports announced. Resolution of air and naval interactions arising out of the Ground unit movement and the execution of overruns, Eliminate units still overstacked from retreat during enemy
Combat phase Attacker announces land-based air and naval missions. Magic interceptions. Resolve counterair missions announced during combat phase. Resolve land-based air attacks on naval units in port. Defender announces air and naval interceptions, defensive air Attacker announces land-based air interception of defensive Resolve air and naval interactions. Attacker announces all carrier air missions and resolves Resolve air combat between bombing and defending air units. Resolve raiders and SW combat. Announce and resolve airdrops. Resolve ground combat, including seaborne invasions. For Designate attacking and defending ground units. Attacker announces tactical atomic attacks. Defender announces tactical atomic attacks. Combat die roll. Remove ground combat losses. Resolve any additional rounds of ground combat. Advance units after combat. Place bridgehead and breakthrough counters.
All naval forces at sea return to port.
Exploitation. Use oil counters to enable armor units to exploit. Exploiting armor units placed on breakthrough hexes. Exploitation movement and overruns. Ground support, defensive air support, and resolution of Airdrops. Resolve exploitation combat.
Resolve attrition combat. Announce front for which attrition combat is being Make attrition die roll. Defender removes attrition losses. Attacker selects hexes for attrition advance. Defender retreats units from selected hexes. Attrition advance. Post-combat phase adjustments Deduct BRPs for strategic bombing, enemy partisans and the Remove conquered minor country units. Determine supply for previously unsupplied units and hexes. Eliminate unsupplied ground units, airbase counters and
Unit construction phase Implementation of scorched earth policies. BRP increases from Russian ICs. Force pool increases from mobilization and production. Open the Persian BRP route, build the Alaska highway, Resolve air and naval interactions. Use oil counters to offset construction and economic oil Construction of units, including ports, forts and railheads. Conversion of Western Allied DDs to transports and ASW;
Redeployment phase Tactical redeployments
(TRs). Strategic redeployments (SRs) (units which are attempting to Naval redeployments (NRs); assign transports to carry oil; Resolve air and naval interactions arising out of NRs and oil Strategic
Redeployments. TR of units which NRed and/or
SRed. Eliminate units overstacked on breakthrough hexes.
Uncontrolled hexes in initially conquered minor countries come Voluntary elimination of units. Uninvert air and naval units up to uninversion limits. Air and Remove bridgehead counters. Determine resistance levels and surrenders of major powers Resolve U.S. election triggered by British or Russian surrender. Remove damage markers. | <Home> |