Orm
Posts: 20991
Joined: 5/3/2008 From: Sweden Status: offline
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It is a separate phase. Cut from RAC: 3.1 Sequence of play The sequence of play in a turn is: A. REINFORCEMENT STAGE B. LENDING RESOURCES STAGE C. INITIATIVE STAGE D. ACTION STAGE Repeat D1 through D3 until the action stage ends. D1 Determine weather D2 First side’s impulse Every major power on the first side performs these steps: D2.1 Declare war D2.2 Choose action Choose either a Pass, a Naval, an Air, a Land or a Combined action. D2.3 Perform actions The major powers that didn’t pass perform these steps in this order (their action choice will limit what they can do ~ see action limits table): (a) Port attacks (b) Naval air missions (c) Naval movement (d) Phasing player’s naval combat (e) Non-phasing player’s naval combat (f) Strategic bombardment (g) Carpet bombing (option 32) (h) Ground strike missions (i) Rail movement (j) Land movement (k) Air transport (l) Debark land units at sea (m) Invasions (n) Paradrops (o) Land combat (p) Air rebases (q) Reorganization D2.4 End of action Roll to end the action stage. If it doesn’t end, advance the impulse marker the number of spaces shown on the weather chart for the current weather roll. If it ends, move on to stage E. D3 Second side’s impulse If the action stage didn’t end, repeat the steps in D2 for the second side. If the action stage doesn’t end after the second side’s impulse, go back to D1.
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