1
Activate HQ (Step I.1)
Active player activates 1 HQ to begin the offensive
2
Activate supplied units (Step I.2)
Activate a number of supplied units within the HQ's activation range equal to the OPS number on the card plus the HQ's efficiency rating
3
Move activated units (Step II)
Activated units move one unit or stack at a time, including moving to attack opposing units
4
Declare Battle Hexes (Step III)
Declare hexes containing activated units and at least 1 enemy unit as Battle hexes (maximum 1 per OC, no limit for EC, not in Land China)
5
Weather reaction (Step IV)
Inactive player may play a Weather Reaction Card; used ASP are returned
6
Pre-Reaction Bonus (Step V)
Active player implements EC offensive pre-reaction bonuses if applicable
7
Special Reaction roll (Step VI)
Inactive player rolls if active player captured an unoccupied city/port/airfield/resource within reactive HQ range plus ZOI
8
Inactive player reaction (Step VII)
If 0 Battle hexes, inactive player may play Attack Reaction cards; if 1+ Battle hexes, default intelligence is "Surprise Attack" and inactive player may either play a Reaction card or roll for Intercept
9
Reaction activation (Step VIII)
If Intercept or Ambush, inactive player activates 1 HQ with Battle hex in range, then activates supplied units that must participate in a Battle
10
Attack Reaction cards (Steps IX-X)
Both players may play Attack Reaction cards before and after reaction
11
Resolve Battles (Step XI)
Resolve each Battle hex one at a time
12
Post-battle reactions (Step XII)
Both players may play post-battle Attack Reaction cards
13
Post Battle Movement (Step XIII)
Inactive player conducts PBM first, then Active player conducts PBM
14
Emergency Naval/Air Move (Step XIV)
HQs in enemy-controlled hexes advance to next turn (except ABDA/Malaya which are removed from game)