Game Turn

Each game-turn represents the passage of one day on the calendar. Each month of the calendar is thirty-days long. There are 12-months in a calendar year, January to December.
The game-turn is broken down into steps, or phases. Not all phases will necessarily be acted upon by either player depending if they are applicable this turn but the phases MUST be followed sequentially and each phase has to be completed before the next phase is started.
The game-turn sequence is as follows;
INITIATIVE
- Reduce TF Endurance Levels. Note that this happens BEFORE new Task Forces (TFs)have been created/deployed so their endurance starts to be decreased FOLLOWING the turn in which they are deployed
- Calculate Ship Fuel Points consumption: total the sum of all fuel units used by TFs and Convoys and deduct this total from the Homeland stockpile
- Units that have completed the construction cycle are added to the OOB
PRODUCTION CYCLE
This phase of the game turn ONLY takes place once a week on a Monday. See Production Cycle
AIR STRIKE DECLARATIONS
- Players carry these out alternatively
- Bombers and fighters may declare sortie attacks against targets within range of their airfield or carrier. Planes can attack any ground or sea unit (except subs).
- Planes can also attack infrastructure: Capital Cities, mines, factories, oil fields, airfields, shipyards and ports.
- If a carrier or transport is destroyed all units on board (aircraft and Cargo) are also destroyed.
AIRSTRIKE SEQUENCE
- Defending Fighters vs escorting fighters.
- If the target is in range of a fighter squadron, the squads may scramble and attack. If the sortie units survive, they get to return fire.
- Surviving Defenders vs attacking bombers.
- Ship (or ground)A/A vs surviving bombers
- If an Anti-aircraft unit is the target, is in the same hex as the target, or is adjacent to the target, it may attack the plane.
- Warships and carriers function as Anti-aircraft units: see Combat
- Bombers attack target
AIR STRIKE RESOLUTIONS
- If the planes get past the fighter and flak defenses they may attack their targets using one of the following charts; 'Aircraft Attacking Shipping Chart', 'Aircraft Bombing Facilities Chart' or 'Aircraft Attacking Army Groups'
- If an Airfield is destroyed then any aircraft squadrons stationed at that airfield that cannot find an alternative airfield to land at will be destroyed along with any squadrons caught on the ground at the moment of attack.
- Facilities lose 'Points' - adjust the points value of the facility on the appropriate spreadsheet
GROUND RETURN FIRE
- If a ground unit survives an attack by aircraft it may counterattack as if it were a Heavy Cruiser.
AIR TRANSFERS
- Planes that have not attacked may move to other airfields or carriers that are in range.
- An airfield can accommodate 2 Hvy-Bomber Squadrons or 3 squadrons of other aircraft types.
- A Carrier can accommodate squadrons of all aircraft types except Hvy-Bomber and may carry as many squadrons as is permitted by its ship-class.
- Carrier aircraft MUST be organised into 'flights' of 4 aircraft
- Entire squadrons or individual aircraft can be replaced in the Repair/Reinforcement Phase if they are available.
SEA MOVE
- Create and dissolve Task Forces/Convoys: place Task Force counter in the 'At Sea' box. Change the TF# and assign ships from the 'In Port' window to the counter. Place a Task Force chit on the Port hex. Change the TF# so that it is the same as that placed in the 'At Sea' box.
- Load cargos: edit the stockpiles of appropriate loading places (e.g. Homeland stockpile or overseas Port facility).
- Army Groups and Artillery units MUST be in the Port hex in order to be embarked.
- Move Task Forces/Convoys
- Task Forces carrying out an amphibious landing place 'Beachhead' markers.
- Ships arriving in port unload cargo:
- Ships arriving at the Homeland have their Cargo added to the Homeland Stockpile.
- Ships arriving at Foreign Ports unload their cargo at the Port of arrival.
SEA COMBAT
- Warships and subs may attack.
- Task Forces that are adjacent to coastal hexes that contain an enemy unit can bombard that unit.
GROUND MOVE
- Army Groups may move 3-hexes per day. Artillery units may move 2-hex per day.
- It costs Army Groups and Artillery one movement point to embark from or disembark to a Beachhead.
GROUND COMBAT
- ARTILLERY ATTACKS
- Artillery units get to attack with a range of 2-hexes.
- Attacks may target facilities.
- Artillery cannot attack if they moved this turn.
- GROUND ATTACK
- Tanks, infantry, and mechanized infantry may attack.
- FREE ADVANCE
- If a defender is destroyed the attacking nonartillery ground unit may enter the hex it occupied.
- Remove 'Fired' markers
CLAIM TERRITORY
- If there are no remaining enemy land units and the Capital City points value has been reduced to zero then 'Claim' the territory.Gain control of any terrain you have infantry or mechanized infantry in.
- Claimed territories start producing raw materials starting next turn.
- Building and repair of facilities in claimed territories can be commenced next turn.
END TURN
- Reset 'Marked Moved' - remember to reset 'Marked Moved' in private Windows - 'At Sea', 'Air'
- Advance Turn Counter