The players secretly bid 0-5 for initiative (hide a die with the bid
showing; 6 means "0"), and reveal their bids simultaneously.
The highest bid gets the initiative.
Ties should be broken by scenario rules (such as "one side
wins all ties", "Nation A wins ties until turn 4", etc.).
If all players bid 0, skip the Activation Phase.
The player with the initiave gets the first Player Turn. After his turn, play
goes clockwise around the table in rounds.
During each round, each player must either pass or take a Player Turn. The player with the initiative may not pass until he has taken as many turns as he bid for. When he has taken as many turns as he bid, he must pass for the remaining rounds of the Activation Phase. In the first round, a player taking a turn activates ALL of his units. In any round after the first, players must use SU units to activate units. A player with no SU units in play must pass. When all players have passed in a single round, the Activation Phase is over.
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Units out of supply suffer 1 step reduction.
Check to see if anyone has achieved victory.
Collect and spend pp. Increase/produce RS blocks.
I recommend combining these rules with the Front Line Replacements optional rule, at least for SU units. It will keep the game moving, so players don't find their forces paralyzed while SU units visit the rear to get replenshed (or new SU units travel to the front).