Player Turn
Sequence of Play
- Diplomatic phase.
- Moving player announces all diplomatic targets and reaction die rolls, including Russian demands on Finland, Rumania and Poland.
- Moving player reveals DPs in announced targets.
- Moving player activates a DP for USAT.
- Non-moving player reveals DPs in moving player's diplomatic targets.
- Russia targets a selected diplomatic target for subversion.
- Moving player announces covert operations; non-moving player announces counter-intelligence.
- Non-moving player announces covert operations; moving player announces counter-intelligence.
- Moving player makes diplomatic die rolls.
- Placement of forces of newly activated minor allies and associated minor countries.
- Minor allies surrender or switch sides.
- Die roll to determine effective USAT and USJT levels (Allied turn).
- Check tension levels for Russian and American mobilizations (Allied turn).
- Oil and BRP adjustments.
- Place newly produced oil counters on oil centers.
- Move oil counters to oil reserves unless shipment by sea is required.
- Use oil counters to offset air, naval and army oil effects; first opportunity to uninvert air and naval units.
- Add or subtract BRPs for transport levels, mobilizations, conquests, minor countries and restored key economic areas.
- Declarations of war.
- 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 movement of naval units to and from SW boxes.
- Resolve patrols.
- Announce and resolve harbor attacks.
- Resolve base changes and movement of naval units to and from SW boxes.
- Initial supply determination.
- Sea supply; assign transports or Axis destroyers to carry oil; BRP grants.
- Resolve air and naval interactions.
- Augment oil reserves from shipments by sea.
- 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 prior to being air and sea transported.
- Air and sea transports announced.
- Resolution of air and naval interactions arising out of the interception of air and sea transport.
- Ground unit movement and the execution of overruns, including completing the movement of air and sea transported ground units.
- Eliminate units still overstacked from retreat during enemy attrition option.
- Combat phase.
- Attacker announces land-based air and naval missions.
- Magic interceptions.
- Resolve counterair missions announced during the combat phase.
- Resolve land-based air attacks on naval units in port.
- Defender announces air and naval interceptions, defensive air support and opposition to enemy bombing.
- Attacker announces land-based air interception of defensive air support.
- Resolve air and naval interactions.
- Attacker announces all carrier air missions and resolves carrier-based air attacks on enemy bases.
- 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 each attack:
- 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.
- Exploiting armor units placed on breakthrough hexes.
- Exploitation movement and overruns.
- Ground support, defensive air support, and resolution of resulting air combat.
- Airdrops.
- Resolve exploitation combat.
- Resolve attrition combat.
- Announce front for which attrition combat is being resolved.
- 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 loss of previously-controlled BRP areas, key economic areas and Russian ICs.
- Remove conquered minor country units.
- Sea supply; assign transports to carry oil; BRP grants.
- Resolve air and naval interactions.
- Determine supply for previously unsupplied units and hexes.
- Eliminate unsupplied ground units, airbase counters and bridgeheads.
- Augment oil reserves from transports.
- Use oil counters to offset air, naval and army oil effects.
- Unit construction phase.
- BRP increases from Russian ICs.
- Force pool increases from mobilization and production.
- Open the Persian BRP route, build the Alaska highway.
- Use oil counters to offset construction oil effects; reduce Germany's construction limit if iron ore shipments interrupted.
- Construction of units, including ports, forts and railheads.
- Conversion of Japanese AAF to kamikazes.
- Redeployment phase.
- Tactical redeployments (TRs).
- Strategic redeployments (SRs) (units which are attempting to NR only).
- Naval redeployments (NRs); sea escort of ground/air units.
- Resolve air and naval interactions.
- SRs.
- TR of units which NRed and/or SRed.
- Eliminate units overstacked on breakthrough hexes.
- Uncontrolled hexes in initially conquered minor countries come under control of the conquering major power.
- Voluntary elimination of units.
- Last opportunity to uninvert air and naval units; air and naval units which redeployed remain inverted.
- Remove bridgehead counters.
- Determine resistance levels and surrenders of major powers (Allied turn).
- Remove damage and firestorm markers.