HCG Turn Process Updated
A simplified Turn Process and some editing has occurred.
Artillery activation any time. Mark units that fire. All units fire twice: once during activation once during opponent’s. Optional: only activated can play cards before non-activated.
• Arrivals: RepMarkers, orders etc.
• Adjust Turn and timing indicators, remove Fired markers, draw new cards
• Spotting/reveal markers
• Activation Sequence Changes: if desired roll dice: Successful: adjust sequences on roster cards. Fail: consequences table.
• Write New orders to couriers and move couriers.
• Read Written Orders.
• All players Mark Orders: (M)ove (H)old.
• Initiative/Activation: Roll for Activation
• Both Players reveal and explain order markers.
• Routed Units Move. Units in sphere of commander rally face as desired (+1 TE).
• Units in melee from previous turn resolve immediately.
• Activated Units Fire if not moving, or Move, then Non-active fire.
• Non-Phasing Player becomes Phasing Player.
• Turn Ends when all sequences done.






