1
Execute Rally Phase
Attempt to repair malfunctioning support weapons and rally broken units by rolling morale number or less with two dice
2
Conduct Prep Fire Phase
Fire any of your units at enemy units within Line of Sight
3
Execute Movement Phase
Move all, some, or none of your units which did not fire during the Prep Fire Phase
4
Resolve Defensive Fire Phase
Opponent may fire at any units in LOS that moved during the preceding Movement Phase
5
Conduct Advancing Fire Phase
Fire any units which moved during the Movement Phase at half firepower
6
Complete Rout Phase
Move broken units seeking cover in woods or buildings
7
Execute Advance Phase
Move all non-broken units one hex including into enemy-occupied hexes
8
Resolve Close Combat Phase
Units of both sides occupying the same hex must attack each other
9
Total firepower factors
Add all firepower factors of the Fire Group together
10
Apply firepower modifiers
Halve firepower for long range fire or moving fire, double for Point Blank fire
11
Determine proper column
Use the Infantry Fire Table column which does not exceed total adjusted firepower
12
Add dice roll modifiers
Apply terrain effects (+1 woods, +2 wood building, +3 stone building, +1 hedge, +2 wall)
13
Roll two dice
Cross-index the adjusted dice roll with the correct firepower column
14
Interpret results
KIA eliminates all units; M or # requires Morale Check with any number added to the roll
15
Check To Hit Table
Roll dice to determine if tank or SP Gun main armament hits its target
16
Apply hit determination modifiers
Add modifiers for range, movement, target type, and firing phase
17
Consult AFV Kill Table
If hit is secured, cross-index firing weapon with target facing to determine Kill Number
18
Roll for elimination
Roll equal to or less than Kill Number to destroy the vehicle
19
Resolve crew survival
When AFV is destroyed, invert counter and roll for crew survival
20
Pass Pre-AFV Attack Morale Check
All leaders and squads adjacent to the AFV must first pass this check
21
Attempt immobilization
Units passing the Morale Check may roll equal to or less than the AFV Immobilize Number
22
Resolve effect dice roll
Use the same dice roll on the Infantry Fire Table to determine effect on passengers or infantry beneath