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Reluctant Enemies» Forums » Rules

Subject: Sequence of Play rss

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Gordon G
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I'm trying to understand the Sequence of Play and am looking for something a little more detailed than what's provided in para 2.2

This is what I've come up with for RE from my read through of the rules. What am I missing or what have I got wrong?

1. Pre-Turn Phase
1.1 First player determination

2 First Player, Player Turn
2.1 Aircraft Refit
2.1.1 Refit inactive aircraft

2.2 Reinforcement Phase
2.2.1 Place new units in entry points
2.2.2 Roll on the Supply Table to determine new Supply Points
2.2.2.1 Place SP on map
2.2.3 Roll on Variable Reinforcement Table
2.2.3.1 Place reinforcements on map
2.2.4 Place newly arrived aircraft on friendly air base
2.2.5 Phasing player conducts
2.2.5.1 Unit rebuilds
2.2.5.2 Unit consolidations

2.3 Movement Phase
2.3.1 Change voluntary modes
2.3.2 "Breakout" units not in Trace Supply
2.3.3 Move ships and ground units (Released Reserve units 1/4 MA)
2.3.3.1 Conduct Overruns
2.3.3.2 Build/improve Air Bases and Hedgehogs
2.3.3.3 Move units and supplies by rail or sea transport
2.3.4 Phasing player executes active aircraft missions
2.3.4.1 Fighter sweeps
2.3.4.2 Hip shots
2.3.4.3 Transport
2.3.5 Conduct Air and/or Naval Barrages

2.4 Supply Phase
2.4.1 Replenish combat units with low/exhausted internal stocks
2.4.2 Trace Supply
2.4.2.1 Eat off the map or mark "Out of Supply" and check for attrition

2.5 Reaction Phase (non-phasing player)(only released Reserves)
2.5.1 Move ships
2.5.2 Move Released Reserves (1/2 MA)
2.5.2.1 Conduct Overruns
2.5.3 Active aircraft can execute missions
2.3.5.1 Fighter sweeps
2.3.5.2 Hip shots
2.3.5.3 Transport
2.5.4 Conduct Barrages with Released Reserve artillery

2.6 Combat
2.6.1 Phasing player resolves artillery (land) barrages
2.6.2 Non-phasing player resolves artillery (land) barrages
2.6.3 Phasing player resolves Combat

2.7 Exploitation Phase (phasing player)
2.7.1 Move Released Reserves (full MA)
2.7.2 Move Exploiting units (1/2 MA)
2.7.3 Move active aircraft
2.7.3.1 Fighter sweeps
2.7.3.2 Hip shots
2.7.3.3 Transport
2.7.4 Resolve Barrages (air/naval/land)
2.7.5 Resolve Combat
2.7.6 Destroy friendly Supply Dumps

2.8 Clean Up Phase
2.8.1 Phasing player removes all DG from his units
2.8.2 Phasing player removes all Exploitation markers
2.8.3 Phasing player removes/flips Fueled markers
2.8.4 Non-phasing player removes Train busting markers

3 Second Player, Player Turn

4 Turn End



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Kev.
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GordoMG wrote:
I'm trying to understand the Sequence of Play and am looking for something a little more detailed than what's provided in para 2.2

This is what I've come up with for RE from my read through of the rules. What am I missing or what have I got wrong?

1. Pre-Turn Phase
1.1 First player determination

2 First Player, Player Turn
2.1 Aircraft Refit
2.1.1 Refit inactive aircraft

2.2 Reinforcement Phase
2.2.1 Place new units in entry points
2.2.2 Roll on the Supply Table to determine new Supply Points
2.2.2.1 Place SP on map
2.2.3 Roll on Variable Reinforcement Table
2.2.3.1 Place reinforcements on map
2.2.4 Place newly arrived aircraft on friendly air base
2.2.5 Phasing player conducts
2.2.5.1 Unit rebuilds
2.2.5.2 Unit consolidations

2.3 Movement Phase
2.3.1 Change voluntary modes
2.3.2 "Breakout" units not in Trace Supply
2.3.3 Move ships and ground units (Released Reserve units 1/4 MA)
2.3.3.1 Conduct Overruns
2.3.3.2 Build/improve Air Bases and Hedgehogs
2.3.3.3 Move units and supplies by rail or sea transport
2.3.4 Phasing player executes active aircraft missions
2.3.4.1 Fighter sweeps
2.3.4.2 Hip shots
2.3.4.3 Transport

2.3.5 Conduct Air and/or Naval Barrages

2.4 Supply Phase
2.4.1 Replenish combat units with low/exhausted internal stocks
2.4.2 Trace Supply
2.4.2.1 Eat off the map or mark "Out of Supply" and check for attrition

2.5 Reaction Phase (non-phasing player)(only released Reserves)
2.5.1 Move ships
2.5.2 Move Released Reserves (1/2 MA)
2.5.2.1 Conduct Overruns
2.5.3 Active aircraft can execute missions
2.3.5.1 Fighter sweeps
2.3.5.2 Hip shots
2.3.5.3 Transport
2.5.4 Conduct Barrages with Released Reserve artillery

2.6 Combat
2.6.1 Phasing player resolves artillery (land) barrages
2.6.2 Non-phasing player resolves artillery (land) barrages NOPE
2.6.3 Phasing player resolves Combat

2.7 Exploitation Phase (phasing player)
2.7.1 Move Released Reserves (full MA)
2.7.2 Move Exploiting units (1/2 MA)
2.7.3 Move active aircraft
2.7.3.1 Fighter sweeps
2.7.3.2 Hip shots
2.7.3.3 Transport
2.7.4 Resolve Barrages (air/naval/land)
2.7.5 Resolve Combat
2.7.6 Destroy friendly Supply Dumps

2.8 Clean Up Phase
2.8.1 Phasing player removes all DG from his units
2.8.2 Phasing player removes all Exploitation markers
2.8.3 Phasing player removes/flips Fueled markers
2.8.4 Non-phasing player removes Train busting markers

3 Second Player, Player Turn

4 Turn End




In section 2 they can happen in any order. By reading it in this order it implies one must happen b4 or after the other.
All of this is in the main rules mate.
The game is not as lock step as you are making it.
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Jim K.
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although it isn't quite as detailed as your list, you might find this sequence of play aid useful:

http://www.boardgamegeek.com/filepage/29655/ocs-sequence-pla...
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Kev.
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skink wrote:
although it isn't quite as detailed as your list, you might find this sequence of play aid useful:

http://www.boardgamegeek.com/filepage/29655/ocs-sequence-pla...

Yep I have that at the ready and use it in XLS format with all the module specific special rules and dates across the top. Great aid.
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