WARGAMESOSD SPI - WWII PTO - Sequence of Play |
Game Turn, Seasonal Turn, Weather & Sample Counters |
wargames.wilkey.org.uk |
Game
Turn There are two types of turns in the game: seasonal turns (winter, spring, summer, and autumn), during which players adjust their economic status and purchase new units and offensive capabilities; and monthly turns (January to December), during which players perform the actual air, land, and sea operations of the war. Each year starts with the winter seasonal turn. Each seasonal turn is followed by three monthly turns. Each turn is divided into phases, which are further divided into steps. Note that some steps, and even complete phases, may be skipped because no one wants to perform any of the actions that normally occur during that step or phase. Rule
section numbers ((1.0), (2.0), etc.) next to the steps in the sequence of play
are for reference-they indicate which rule covers that procedure. The members
of a partnership perform each phase simultaneously, except for offensives, which
are performed individually. 1. WEATHER PHASE [1.0] Check the turn track for the weather in the current month. If more than one possibility is listed, roll a die to determine the actual weather condition. Determine which weather zone suffers any possible weather effects; this always includes the arctic zone, and may include the monsoon or land zones, depending on the condition for the month. Roll two dice for each affected weather zone to determine whether air units in that zone are grounded for the turn. 2. STRATEGIC WARFARE PHASE [2.0] Resolve
strategic warfare for all attacks the U.S. player chooses to make. Strategic warfare
is optional; players are never required to attack, so some or all of these steps
may be skipped in many turns. Perform strategic warfare in the following order: Step 2: Submarine Blockade of Japan (3.0). Roll a die for every eligible Allied SS unit, and subtract the total EP loss from the Japanese EP track. Place activated markers on all SS units that performed strategic warfare. 3. NAVAL AND AIR PHASE The player with initiative decides which side performs this phase first. That side performs the following steps: Step 1: First Naval Movement [4.0]. Move friendly naval units and sea transports (STPs). Units are embarked and moved for amphibious assault and naval transport. Supply markers are embarked on STPs and moved from port of origin to port of destination. Enemy naval and air units in interception range (see 5.0 and 11.0) can intercept moving friendly units. Friendly naval and air units in interception range of moving enemy units can perform counterinterception. Resolve combat in each space as it occurs, counter-interceptions before interceptions. Naval units that do not occupy a port, but have used half or less of their movement points can be marked standby at the owning player's option. Step
2: Air Attacks. Friendly air units that are attacking enemy naval or air units
move to their target hexes. These air units can be intercepted by enemy fighters,
which can in turn be counterintercepted, and so on. Interception combat is resolved
in each hex during movement as it occurs; however, combat Step
3: Naval Attacks [5.0, 6.0]. Friendly naval units that have not performed
a successful counter-interception this phase can attempt to intercept enemy units
if the two stacks occupy the same space. Resolve combat in each space as it occurs. Step 6: Sea Supply Debarkation. Supply markers that have been transported by sea are debarked in their ports of destination. 4.
OFFENSIVE PHASE 4A.
LAND OFFENSIVE SEQUENCE B. Indicate the nation or island group where the offensive will occur; indicate all locations if this is a combined or joint offensive. Step 2: Land and Amphibious Offensive Movement A.
Move all eligible ground units activated for this offensive [20.0]. Perform air offensive here, if an air offensive is combined with the land offensive. Step 3: Combat A. Friendly paratroops that will make paradrops this step are activated and moved [16.0]. B.
Friendly bomber units that will provide ground support to friendly attacks are
moved. Friendly fighter units can move to accompany the bombers. Enemy fighter
units can intercept moving friendly units within range; friendly fighter units
can counter-intercept moving enemy fighters. If air combat occurs, all attacks
in a given hex are resolved before unaborted, moving air units continue on to
further hexes. D. Eligible enemy bomber and fighter units move to provide ground support to defending hexes. They can be intercepted (and interceptors counter-intercepted) as outlined in B, above. E. Resolve all paradrops (16.2). F. Conduct all ground attacks (21.0). Perform advance after combat (22.5) for each combat as it is resolved. G. Return all air units from both sides to base. No interception or air combat occurs now. Step 4: Unit Status A. Mark all air units that flew, for either side, as committed. B.
Mark ground units "Activated" or "Standby," as appropriate. Use this sequence only when a player decides to use his offensive to perform a sea offensive instead of a land or air offensive. Step 1: Command Status A. Reduce your country's total on the offensives track by 1, or more if this is to be a combined offensive. Pay EPs if necessary for combined offensive or impromptu offensive costs. |
B. Indicate the stack of naval units that initiates the offensive (the command stack), or each stack initiating an offensive if this is a combined offensive. (Note: Other stacks marked standby can be activated during this offensive, if they are within range of the initiating stack [19.1].) Step 2: Naval Movement Friendly naval units that are marked standby and are activated for the offensive can move. They can use up to 10 naval movement points (exception: damaged units and STPs can move only 5). This move is subject to interception by enemy naval and air units, just like during the Naval and Air phase except: 1) only enemy naval units marked standby or activated can intercept; and 2) only enemy air units that have not been committed can fly. Perform air offensive here, if an air offensive is combined with the sea offensive. Step 3: Offensive Naval Attacks Activated naval units in spaces with enemy naval units can attempt to intercept and attack the enemy units. (Enemy units fight back regardless of activation status.) 4C. AIR OFFENSIVE SEQUENCE
Step 1: Command Status B.
Indicate target hexes) (maximum of two per air offensive). Move
attacking air units to target hexes, resolving interception attempts along the
way. Step 4: Return to Base Return all air units to bases and mark a1 units participating in the offensive (for either side) committed. 5. MOVEMENT PHASE The
side with initiative must perform this phase first, followed by the opposing side.
Only ground units that were not activated for any offensive can move during this
phase. 6. END PHASE All
players perform this phase simultaneously. Step 2: Supply. Determine and mark units that are out of supply [25.0]. Roll for depletion of units marked. Step 3: Replenishment. Japanese, Chinese, Australian, and Indian units in the replenishment box may be returned to the map (27.1, 37.2). Players can attempt to repair destroyed installations (27.5). Players can attempt to have their engineer units complete airfields (27.6). Step 4: Command Status. Remove all PC, activated, and standby markers. Step 5: End of Turn. Advance the month marker to the next turn. If the next turn is a winter seasonal turn, advance the year marker to the next year. Seasonal
Turn
Step 3: Construction and Repair. Rebuild depleted land and air units and repair damaged naval units, paying EP costs for all repairs. Pay for and build units from the force pool, placing them on the turn track or map as appropriate. The Japanese player can add points to his economic reserve and adjust the ER marker. Pay for offensives that will be declared in the Initiative phase. Phase
Three: Initiative [30.0] Step 2: Buying Offensives. Secretly mark the number of offensives purchased on the offensives tracks, revealing the tracks when all have been adjusted. The side (Japan or Allies) with the most offensives has initiative for the coming three months. If the totals are equal, roll a die for each side. The player with the high roll gets initiative (reroll ties). When these phases and steps are completed, the seasonal turn is over. The month marker is moved to the next turn on the turn track. After three monthly turns have been played, another seasonal turn begins. Weather In
the WWII:PTO game, weather can affect ground operations, prohibit air activity,
and hamper naval interception. Check the weather for the current month by looking
at the turn track. If only one condition is listed (W, M, or F), that is automatically
the weather for this month. If several letters and numbers are listed, roll one
die. The resulting number indicates the weather condition for this monthly turn. - Air units may be grounded in the arctic weather zone. One player rolls two dice; a roll of 2-6 has no effect, but a roll of 7-12 means that all air units are grounded in the arctic weather zone. [1.2]
M Condition. Monsoon weather affects the monsoon and arctic weather zones
as follows: - Air units in the monsoon weather zone are grounded on a roll of 7-12; a roll of 2-6 has no effect. - The movement allowance of land units entering a hex in the monsoon zone is reduced to 1 hex, regardless of terrain. - All attacks against land units in the arctic and monsoon zones suffer a -1 die modifier. - Attacks across rivers into a monsoon hex suffer a -2, instead of a -1, modifier (cumulative with the above penalty, for a total of -3). - A - 1 penalty applies to all naval interception rolls in the monsoon zone. [1.3]
W Condition. Winter weather affects the arctic and land weather zones as follows: - Air units in the land weather zone are grounded on a roll of 8-12; a 2-7 has no effect. - Land
units in the arctic and land weather zones lose 1 movement point (if they enter
a hex in an affected zone). If more than one zone can be affected, make separate dice rolls for each zone. |