Sunday, May 6, 2012

Turn Structure: Take 2

SandWyrm here. I've refined the turn structure a bit based on the feedback I received.

First, a language change. As constantly writing 'Game Turn' or 'Player Turn' is too confusing for me, much less a reader:

Game Rounds

A game round is defined as the time it takes all of the players to complete a single turn. Thus a single ‘Round’ will always comprise 2 or more ‘Player Turns’.

Whenever the M42 rules refer to a ‘Round’, this always means a game round, and not an individual player turn.

For all effects that last for a ‘Round’, the effect will always be considered to last from the phase of the player turn in which it started until the starting phase of that player’s next turn.

Player Turns

Within each full game turn, each player will have his or her own turn during which they move and fight with their army.

Whenever the M42 rules refer to a ‘Turn’, this always means a player turn, and not a complete game round.

Now for the Sequences. I'll leave out the introductory text this time.

The Turn Sequence
  1. Starting Phase
  2. Reserve Phase
  3. Movement Phase
  4. Shooting Phase
  5. Assault Phase

The Starting Phase
  1. Check Army Morale
  2. Check Victory Conditions
  3. Rally Units That Are Falling Back
  4. Rally Pinned Units
  5. Rally Stunned Vehicles
  6. Free Bogged-Down Vehicles
  7. Remove Friendly Smoke Markers

The Reserve Phase
  1. Roll For Reserves
  2. Roll For Air Support
  3. Roll For Off-Table Artillery Support
  4. Reveal Ambushes
  5. Place Reserves And Aircraft
  6. Bring Forward Transports

The Movement Phase
  1. Select A Unit To Move
  2. Move Models In The Unit
    1. Dismount Passengers
    2. Take Bogging Checks
    3. Take Tests To Enter Buildings
    4. Move Models Into Assault
    5. Move Transports After Mounting
  3. Send Empty Transports To Rear
  4. Select Next Unit
  5. Deploy Defensive Smoke

The Shooting Phase
  1. Select A Shooting Unit
  2. Select That Unit’s Targets
    1. Check That Each Target Is Valid
    2. Check If The Target Is Concealed
    3. Choose Targets For Each Model
  3. Fire Smoke Ammunition
    1. Roll To Hit
    2. Place Smoke Markers
  4. Fire Other Weapons
    1. Roll To Hit
    2. Allocate Hits To Target Models
    3. Roll Saves For Models Hit
    4. Mark Or Remove Destroyed Models
  5. Make Morale Tests For Casualties
  6. Make Nerve Tests For Pinning

The Assault Phase
  1. Determine Assault Groups
  2. Select An Assault Group
  3. Select An Assaulting Unit
    1. Roll To Hit With Assaulting Unit
    2. Allocate Hits To Enemy Models
    3. Defender Rolls Saves
    4. Mark Or Remove Destroyed Models
    5. Select Next Assaulting Unit In Group
  4. Has The Assault Group Won?
    1. Attacker Consolidates
  5. Opponent Tests Morale (if hit) And Either:
    1. Counterattacks (Return To 2), or
    2. Falls Back
  6. Victor Consolidates
  7. Return To 1 And Select Next Assault Group

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