BOOTS, TRACKS, AND ROTORS
DETAILED TURN SEQUENCE
--Attempt to place Supply depots
--Determine Supply status
--Attempt to Reconstitute units>
Infiltrate/exfiltrate SpecOps forces
--Determine Area AD value for each OpHex.
--Assign new orders to ground units.
AIR SUPERIORITY PHASE
--Assign air unit orders.
--Place units with Offensive air orders onn the OpMap (both players simultaneously)
--Place units with Defensive air orders onn the OpMap (both players simultaneously)
--Segregate air units into CAP, Escort, annd Air-to-Ground groups.
--Resolve the Escort+CAP vs. opposing CAP battles
--Resolve the CAP vs. opposing Escort and Air-to-Ground battles
--Divide Air-to-Ground mission units innto Ground Support and Interdiction.
--Place General and Point Interdiction uniits.
--Declare movement paths
--Move Administrative Advance units
--Move Hasty Advance units
--Move Deliberate Advance units
--Declare battles, determine Attacker
--Place ground support air units.
--Determine terrain in which the battle iss fought and prevailing Posture of each side.
--Calculate combat Strength and determine proper CRT column by finding the Attacker : Defender ratio
--Calculate Fire Support die roll modifierrs (resolve Air Defense if air units are used for ground support).
--Determine Armor and Doctrine column shiffts.
--Roll on the CRT for every participating unit.
--Conduct Withdrawals and Retreats, place Disrupted markers as needed.
Exploitation movement for eligible units.
The J-8 Shop
Wargame Rules, Variants, and Orders of Battle