A lot of this is pretty much explained by the SOP card itself and I apologize if this explanation is a little boring or non-detailed, but again, this is an overview of the STANDARD game's turn.
Weather Phase
- Clear: no impact to game state
- Overcast: reduced Airmobile Points (AP) and attack helicopters can only do 1 mission (explained later in this series during combat)
- Storm: limited movement options (some choices are now not available), if a side has Limited All Weather capabilities, APs are very reduced, otherwise, there will be no APs at all. ALL ground movement uses the "Storm" column of the Terrain Effects Chart (TEC), reinforcements can be effected, no helicopter missions, Advance After Combat is reduced, naval units have to go to port or friendly Sea Zone
Supply Phase (Optional Rule for STANDARD ruleset)
Initiative / Air / Naval Phase
- Determine Initiative (scenario rules dictate what determines who has the initiative for a scenario)
- Determine Air Power - Each side refers to the current game turn column on the Standard Game Air Point Chart and rolls a die. Weather conditions, Airbase control, permanent losses, and the presence of carriers may modify the die roll. The side’s modified die roll indicates how many Air Points it receives that GT. Air Points are determined prior to modifying for weather. (so figure them out, then go back and reduce them based on the weather if needed)
- Determine Sea Control - Sea Zones generally contain two boxes, an At Sea and an In- shore Box. Where there is no At Sea Box, the Sea Zone itself serves as the At Sea Box. The status of each Box is determined separately and affects certain game actions and the capabilities of naval units.
Players roll the die on Clear and Overcast turns during the Initiative/Air/Naval Phase to determine who controls the respective At Sea and Inshore Boxes.The Initiative/First Player determines control for each Inshore Box:
- If the At Sea Box is contested (not controlled by either player), do not roll for the Inshore Box.
- If a player controls the At Sea Box and also controls the Inshore Box, do not roll for the Inshore Box.
- If a player controls the At Sea Box and the Inshore Box is contested, roll for the Inshore Box.
- If a player controls the At Sea Box and the Inshore Box is controlled by the other player, roll for the Inshore Box.
Then, the first player rolls for control of certain At Sea Boxes as outlined in the Game Specific Rules (GSR). Using any applicable modifiers, cross- reference the results on the Sea Control Table.
Use the appropriate marker to denote control. The absence of a marker denotes a Contested area. Control of an Inshore Box also indicates control of All-Sea hexes associated with it. The presence of Naval Units can affect Sea Control
- Mine Clearing (this is not done on turn 1 and for clarity here - this is sea mines) - Enemy Mine markers may be cleared during the Mine Clearance Step of the Air/Naval Phase if the associated Inshore Box is friendly-controlled. Each player can attempt to clear up to two Mine markers during the Mine Clearance Step. Roll separately for each attempt. On a roll of 0-3, reduce the Mine marker Density by one; i.e., from two to one or remove a one; if removed, it is removed from the game. Modify the die roll by “–2” if a friendly Naval Unit is present in the Area of Effect.
Initiative Movement and Combat Phase (only if one side holds initiative)
- Movement Segment for Init Player
- Combat Segment for Init Player
- Elite Reaction Movement Segment for non-Init Player (pretty limited)
- Exploitation Movement Segment for Init Player
- Exploitation Combat Segment for Init Player
- Reactive Movement for non-Init Player
- Reactive Combat Segment for non-Init Player
Basic Movement and Combat Phase
- Movement Segment for first Player
- Combat Segment for first Player
- Reaction Movement Segment for second player
- Reaction Combat Segment for second player
Reorganization Phase
- Reset/Rotate helicopters and artillery (when used, these counters are rotated to show they were used, this resets them back to "no missions used" state)
- Remove Air Points marker from display
- Reset Airmobile Points
- Remove Tunnel Markers
- Conduct Clearing Operations
- Determine hex control changes
Reinforcement and Replacement Phase
- Both sides reinforce based on the scenario's specifics
- Both sides may use replacement points to replace or reconstitute units (not those units in enemy Zone of Control (ZOC).
- Adjust Submarine Threat and ASW levels
Victory Determination Phase
- Add each player's "VPs This Turn" to their total. (don't reset "VPs This Turn" yet)
- Determine if either payer is allowed to check for Auto win. If last turn - determine winner.
Game Record Phase
Summary:
- Determine the state of things for the turn
- Do some amount of Move+Combat stuff either:
- With Initiative: IP M+C, non-IP limited move, IP M+C, non-IP M+C, IP M+C, non-IP M+C
OR
- Contested Initiative: IP M+C, non-IP M+C
- Cleanup some stuff
- Reinforce stuff
- Winner?
- Repeat!