Card and Board Game Sequence of Play

 

 

 

ADVANCED THIRD REICH

(numbering format removed SC)   

                                                                                   

YEAR START SEQUENCE

The Year Start Sequence is not part of any turn. It occurs between each winter and spring game turn.  

Basic Resource Point level calculations.  

Determination of Research & Diplomatic Point allotments.  

Allocation of Research & Diplomatic Points.  

Strategic Warfare construction.  

Strategic Warfare deployment for Spring turn.  

Deployment of German air factors and Allied fleets to SW duties.  

Voluntary elimination of Basic Resource Points to avoid unwanted initiative.  

Determination of Basic Resource Point spending limits.  

 

GAME TURN

 

Determination of initiative

Research die rolls

(Place Spy Rings)

Diplomatic die rolls.

Activation of Diplomatic Points in the U.S.

(Covert Operation(s) with friendly Diplomatic Point(s))

Minor allies surrender.

Minor allies switch sides.

Russian winter die roll (WINTER TURNS ONLY).

 

Player Turn

 

Russian reaction die rolls.

Determination of oil effect.

Activation and placement of forces of newly-activated minor allies.

Addition of Basic Resource Points for newly-activated minor allies and (Germany only) economic penetration of Bulgaria, Hungary, Rumania and Yugoslavia.

Increase U.S. Basic Resource Point level.

 

Declarations of War.

German diplomatic die roll for Denmark.

Placement of forces of newly-attacked minor countries [by the non-moving player].

 

Option selections.

 

Placement of free Siberian Transfer Units.

Voluntary elimination of Units.

 

Movement phase (the moving player may place or recycle one airbase counter per turn)

 

Staging of air units.

Attacker announces and resolves counterair missions.

Movement (naval base changes) of fleets.

Air and naval interception of enemy fleet movement (by the non-moving player). 

[air interceptions announced when the naval base changes are executed]

Repair of damaged fleets.

Air supply missions.

 

Indication of sea supply routes and designation of naval units to protect sea supply.

[unprotected sea supply routes at the non-moving player's request]

Interception of sea supply (by the non-moving player), counter-interception and resolution of resulting naval combat.

Fleets return to port. Repair of damaged fleets.

 

Determination of supply status of all units.

 

Movement of ground units and execution of overruns.

Fly ground support for overruns.

Fly defensive air support for units being overrun (by the non-moving player).

Interception of defensive air support and resolution of resulting air combat.

Determination of attacker casualties.

Placement of bridgehead counters resulting from overruns.

Eliminate any units still overstacked from retreat during enemy attrition option.

 

Combat phase

 

Attacker announces air and naval missions.

Resolution of counterair missions.

Resolution of air attacks on naval units in port.

 

Defender announces defensive air support missions and any air and fleet interceptions of attacker’s naval missions

[non-moving player].

[air interceptions announced when the naval missions are executed]

Attacker announces and resolves air interceptions of defensive air support and air and fleet counter-interceptions of defender’s fleet interceptions.

Resolution of defender’s air and fleet interceptions of attacker’s naval missions.

Intercepting, counter-intercepting and damaged fleets return to port. 

Repair of damaged fleets.

 

Resolution of air combat arising out of German bombing of Britain.

 

Conclude sea transport missions. 

Transported ground units complete movement, transported air units fly ground support and intercept enemy defensive air support, as previously announced.

 

Airborne drops. 

[possible Codebreaking result (by the non-moving player)]

 

Ground combat resolution.

Post-combat advance [Advance after combat].

Conclude seaborne invasion missions.

[may be done in any order with ground combat attacks]

Placement of bridgehead counters.

 

Resolution of attrition combat [Simultaneous combat].

 

Exploitation.

Exploiting units move to breakthrough hexes.

Exploitation movement and overruns.

Fly Ground Support for overruns.

Fly Defensive Air Support for units being overrun [the non-moving player].

Interception of Defensive Air Support and resolution of resulting air combat

Attacker flies Ground Support.

Defender flies Defensive Air Support [the non-moving player].

Interception of Defensive Air Support and resolution of resulting air combat.

 

Airborne drops.

[possible Codebreaking result (by the non-moving player)]

 

Exploitation combat.

Post-combat advance [Advance after combat].

Placement of bridgehead counters.

 

Post-combat phase

 

Deduct Basic Resource Points for the loss of key economic areas and Russian Industrial Centers. 

Deduct Basic Resource Points for enemy partisans. 

Deduct British Basic Resource Points from German bombing of Britain.

Deduct Basic Resource Points for failure to recapture a previously-controlled capital or area. 

Remove units of any minor country conquered during the current combat phase. 

Possible German surrender.

Possible Italian surrender and diplomatic die roll for Italy.

Possible French surrender (see below).

Determine supply for previously unsupplied units.

[isolated hexes may change to the moving player control per ERS 11.5]

Eliminate unsupplied units and airbase counters. 

 

Unit Construction phase (the moving player may place or recycle one airbase counter per turn)

 

Placement of new units.

Deduct 25 Basic Resource Points to open Persian route for BRP grants.

Voluntary destruction of Basic Resource Points. 

 

Strategic Redeployment phase (the moving player may place or recycle one airbase counter per turn)

 

Indicate all naval Strategic Redeployments subject to enemy interception including BRP grants. 

Defender announces interceptions of Strategic Redeployments [the non-moving player]. 

Resolve interceptions, counter-interceptions and fleet combat arising out of naval Strategic Redeployments. 

Repair of damaged fleets. 

 

Complete BRP grants, including Murmansk convoys and movement of BRPs through Persia and Turkey.

Complete non-naval Strategic Redeployment. 

Elimination of units overstacked on a breakthrough hex. 

Voluntary elimination of units. [for political reasons]

 

Removal of certain Bridgehead counters.

Determine post-conquest status of French forces and colonies, establish Vichy France, relocate Vichy French forces. 

Possible Russian surrender. 

Repair of Kiel and Suez canals. 

 

Movement, combat and unit construction by minor countries which have been attacked, but not yet conquered, by the moving player. 

 

End 1st Player Turn -> 2nd Player Turn

 

GAME TURN END

German raiders attempt movement to SW box

Allied interception of German raiders

Determination of raider effects

Return of raiders from SW box

Repair of damaged fleets

 

SW resolution.

SW deployment for the following turn

 

Turn up all inverted air and naval counters

 

Possible British surrender  

 

 

 

 

 

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