Supply-Based Turn Sequence

  1. Initiative
    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.

  2. Activation
    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.

    The Player Turn Sequence


    1. Second or later rounds only: reveal 1 or more SU units, and declare whether they are performing remote or local activations.
    2. Move all activated units.
    3. Other players may make Air Response moves.
    4. Resolve battles.
    5. Reduce each revealed SU unit 1 step and turn it back upright. It may also now move, if desired.

    How to Activate

    When an SU unit is revealed, it may do one of the following:

    Local Activation: all units within activation range of the SU unit activate. CV 3-4 SU units have an activation range of 2 hexes; CV 1-2 SU units have an activation range of 1 hex.

    Remote Activation: the SU unit makes 1 remote activation per CV. Activating a unit that can trace supply to the SU unit counts as 1 remote activation. Activating any other unit counts as 2 remote activations.

    Activated units may move or strat-move. Unactivated units may not do anything at all.

  3. Attrition
    Units out of supply suffer 1 step reduction.

  4. Victory Check
    Check to see if anyone has achieved victory.

  5. Production
    Collect and spend pp. Increase/produce RS blocks.

Notes
This is an adaptation of CG's fun and elegant turn sequence from the the Civil War and Block Front games. It lengthens the game and makes it more complicated, but darn it, it's a beautiful game mechanic to elegantly simulate strategic-level logistics and C3. I don't know why it was left out of Victory in the first place.

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).