游戏流程
5.0 – Sequence of Play
The following sequence of play presents all the steps occurring during a single turn. These must be repeated each turn in the indicated order until the end of the game. The players may also refer to the Expanded Sequence of Play player aid.
5.1 – Pre-Operation Segment
5.1.1 – Events Phase: Four types of events can occur during this phase:
• Alternate Histories (Optional) (listed on the General Events Chart): These represent important events that did not occur historically, but might in the game.
• Fixed Events (listed on the General Events Chart): These include weather effects, global war advances, RP availability, etc.
• Random Events (listed in the Random Events Table): These include changes in government policies, natural catastrophes, local events, etc. The table is divided into four different periods.
• Conditional Events (listed in the Conditional Events Table): These include political proceedings and force redeployments linked to the course of military operations.
Check the current turn on the General Events Chart; every fixed event listed herein automatically happens, while an alternate history happens only if all the players agree or if the winner of the die roll decides so (see 25.0). Roll 2D6 and check the column of the Random Events Table corresponding to the current turn to determine which random event (if any) takes place. Lastly, check the Conditional Events Table; if a conditional event’s requirements are met at this time and this event has not yet occurred during the game, it takes place on this turn.
Apply the effects of all occurring events and place any required event markers on the mini-map.
5.1.2 – Reinforcement Phase: All the sides deploy their reinforcements (see section 13.0 for details) and apply all the relocations, reorganizations, etc. required by their OB on the current turn. Any reinforcement unit(s) may be placed on map on its specified entry turn or any later turn. HQs may be voluntarily removed (see 9.4).
5.1.3 – Admin Phase:
Record Track Update — The sides collect their Command Points (CP), Replacement Points (RP), Domestic Equipment Points (DEP), Foreign Equipment Points (FEP), Railroad Transport Points, and Sea Transport Points for the turn and record them with the corresponding markers. The KMT and CCP must use the Replacement Aids to calculate their RP, DEP, and FEP based on the current on-map situation. The three River Transport Points markers are reset to their maximum values.
Each side receives the following number of CP on each turn:
• Japan and WA: Receive a number of CP equal to the amount of RP received for the turn (listed on the General Events Chart), unless otherwise modified.
• CCP: Receives 6 CP every turn. Exception: If there are less than 3 CCP HQ on map, receives a number of CP equal to twice the number of CCP HQ on map.
• KMT: Other than on Turn 0, receives 13 CP every turn. This amount might be reduced by inflation (see 20.0).
On Map Marker Update — “Damaged” and “movement mode” markers are now removed from the map.
Update the “Disease” markers. Place a “Disease” marker on units currently in:
• Any swamp hex; or
• Any non-city hex affected by the Severe flood or Drought/Locusts random events; or
• Any non-city hex in a territory affected by monsoon.
Remove “Disease” markers from units currently in none of the hex types above. Units affected by disease (mainly malaria) fight with half their AS and move at half their MA.
Air Unit and Fleet Status Update — Unready air units and fleets of all sides become ready. Inoperative air units and fleets of all sides become unready. Air units reequipping with new aircraft models become unready (see 16.6).
5.1.4 – Negotiation Phase: Three kinds of political negotiation are possible during the Negotiation Phase: peace talks, handling relations with major powers, and influencing the political affiliation of KMT cliques and minor countries. The KMT may receive foreign loans in the form of additional RP during this phase. Refer to section 18.0 for details.
5.1.5 – China Isolation Phase: Check China’s connection status and determine its effects on inflation. Refer to section 20.0 for details.
5.1.6 – Factory Phase: The KMT may move any of its factories, flipping them to their inoperative side (or keeping them on this side if they were inoperative at the beginning of the phase). Inoperative factories which are in a transport route hex and do not move are flipped back to their operative side.
5.1.7 – Guerrilla Phase: Guerrilla units and WA Chindit (see 24.1) units can be activated during this phase. WA and CCP units must complete their operations before KMT units start theirs.
Guerrilla units may be converted to regular units. New guerrilla units may be recruited. Guerrilla units may set up guerrilla bases. Guerrilla and WA Chindit units may move, attack, and sabotage. Refer to section 15.0 for details.
5.1.8 – Strategic Warfare Phase: Air units in strategic bombing missions, fleets in bombardment missions, and fleets in sea blockade missions may carry out their missions. Enemy air units may interdict. Record any RP, DEP or FEP loss on the Record Track. See 16.5.4 and 17.5.3 for details.
5.2 – Operation Segment
Each side can activate friendly HQs. The number of HQs activated by a side during a turn is limited by the CP the side has. Each HQ requires 2 CP to activate, regardless of its Command Quality. The Command Quality rating of a HQ indicates the maximum number of times that this HQ may be activated in a single turn.
Each side places all the chits of his on-map HQs on the Activation Track. The track is divided into 4 rows (‘3 Activations left’, ‘2 Activations left’, ‘1 Activations left’, ‘Activations Complete’). The chit of a HQ is placed in the row corresponding to its Command Quality (e.g., a 3-Command Quality HQ would have its chit placed in the ‘3 Activations left’ row).
5.2.1 – HQ Activation Phase: Each side with at least 2 remaining CP and one HQ chit on the ‘1, 2, or 3 Activations left’ rows announces whether it wants to participate in an activation roll. Japan first declares its intent, followed by the WA, CCP, and KMT. No die roll is needed if only one side has remaining CP or HQs with activations left. If all the sides choose not to roll the die, the Operation Segment ends immediately, even if any side has some CP left.
Each participating side rolls 1D6. The side with the highest result (sides tied for the highest result roll again) spends two CP and activates one friendly HQ of its choice. This side is called the Phasing Side. Move the chit of the activated HQ down one row on the Activation Track.
5.2.2 – Redeployment Phase: The Phasing Side may redeploy any or all friendly ready air units and fleets, and the currently activated HQ. If this HQ was activated by a higher-hierarchy HQ with red Command Quality (see 9.1.2), the higher-hierarchy HQ can also redeploy.
5.2.3 – Movement Phase: All the friendly/allied ground units (including guerrilla, but not other HQs) within the Command Radius of the activated HQ and over which it has command (see 9.3.3) become activated. None, some, or all of them (but not the activated HQ) may move up to their full MA, using available railroad, river, sea, or air transport if desired. Armor and mechanized infantry units may attempt to overrun adjacent enemy-occupied hexes.
Also during this phase, CCP and KMT regular units may be converted to guerrilla units (see 15.4), and Japan may disband any of its non-IJA and non-IJN units by having an IJA or IJN ground unit spend one extra MP in the same hex, to prevent them from defecting to the Allies (see 11.2.2).
5.2.4 – Combat Phase: Units may move and attack multiple times in a given turn, but can only move or attack once in a given phase (Exception: Overruns). Non-activated units cannot attack even if the target hex is within their ZOCs.
The Phasing Side declares all its attacks. Eligible enemy units may then perform Defensive Reserve Movement. The Phasing Side may then cancel or rearrange its attacks. Announce and perform all ground support (GS) missions of air units and fleets. Then, resolve combats in the order desired by the Phasing Side. Units may engage in occupation movement after each combat.
Perform Anti-Guerrilla Sweeps (AGS) and Anti-Bandit Sweeps (ABS).
5.2.5 – HQ Movement Phase: The activated HQ may move.
5.2.6 – Repeat Steps 5.2.1 to 5.2.5: A new HQ chit is selected via the same random process, starting a repeat of the activation sequence. Apply a 1 die roll modifier (DRM) to the side which just had one HQ activated; apply a 2 DRM to the side which just had two HQs activated consecutively. A side which just activated three HQs consecutively cannot take part in the next activation roll.
The Operation Segment ends if all the sides choose to not perform an activation roll, if no side can activate a HQ, or if the only side that could activate a HQ has just been the Phasing Side for the third time in a row. Play proceeds to 5.3.
5.3 – Post-Operation Segment
5.3.1 – Supply Phase: Check supply for all units and accordingly place/remove “Out of Supply” markers on/from units (see 10.2). Unsupported guerrilla units must be revealed (see 15.6.1).
5.3.2 – Replacement and Construction Phase: Each side may spend its RP, DEP, and FEP to replace its eliminated units. The KMT may expand his eligible units. Each side deploys its replacements and builds airbases, naval bases, transport routes, or any other constructions.
5.3.3 – Training Phase: Remove training markers from all ground units; these units are changed to their improved statuses.
Place training markers on newly-replaced elite units (see 12.3.1), ground units entering the improvement process (see 21.0), and BC units receiving Chindit training (see 24.1).
A unit with a training marker cannot move or attack. Other than during the Training Phase, training markers can be removed (thus interrupting training) under two circumstances:
• At any time, to allow a training unit to move or attack; this is voluntary interruption.
• When a training unit is attacked (it may then defend and retreat normally); this is mandatory interruption.
When training is interrupted:
• An elite unit with only a training marker has it replaced with a reduced marker of the correct value (see 12.3.1).
• Any unit with a training marker on top of an improved marker has both markers removed.
• Any unit with a training marker on top of a reduced marker has its training marker removed.
• A Chindit unit has its training marker removed and is flipped back to its non-Chindit side.
On a voluntary interruption, any DEP and/or FEP spent to replace/improve these units are credited back to their side, and the SP value of units improved through US training (see 21.1.3) does not count toward the total allowed over the course of the game (adjust the “Alpha force” marker accordingly); on a mandatory interruption, DEP/FEP are NOT credited back, and the SP value of the units DO counts (do NOT adjust the “Alpha force” marker).
5.3.4 – Victory Phase: Update the VP markers Record Track, and check whether any side meets the requirement of an Immediate Victory or Immediate Defeat.
5.3.5 – End of Turn Phase: Advance the Turn marker to the next box of the Record Track.