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Infantry Combat

sequence of play

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sequence of play

Gentlemen, we are being killed on the Beaches. Let's go inland and get killed there!
- General Norman Cota, Omaha Beach, 1944 June 6

This chapter will give you a brief overview on how to handle a game turn in Final Round. In each turn all units of both players get to perform their actions. After one turn is complete, you will immediately begin with the next turn. An average scenario will last between 5 & 10 turns.

Game Turns

The game is divided into turns which comprise of four different phases. In the Initiative Phase, players determine who has the initiative for the current turn. In the Command Phase, players take turns in activating their leaders which will command the troops to fight (see below). The initiative winner may start activating the first leader but does not have to - he may pass on to his opponent if he wishes.

In the Off Command Phase, players take turn in activating their previously unactivated troops again starting with the initiative winner (if he wishes). After the Off Command phase the turn ends and the game proceeds with the next turn, starting with the Initiative Phase.

Phases

  1. Initiative
  2. Command
  3. Off Command

This example of play covers all phases in a sample turn.

Initiative

Determine initiative by rolling a D6. the player with the highest score wins initiative for that turn. Add +1 to the score if you lost initiative last turn. Re-roll any ties.

The initiative winner is entitled to activate the first unit in the Command and Off Command Phase of the game. He may also opt to let his opponent have the first activation in each phase.

Command

In the Command Phase both players take turns in activating their leaders (command teams). The initiative winner may decide which side activates first. After having completed a leader's activation, play passes on to the other player. If all leaders have been activated the Command Phase is complete and play continues with the Off Command Phase.

In this phase the largest part of the actual fighting takes place as the combat troops fight upon the orders of their superiors. It is also in this phase that leaders may attempt to rally broken units.

Off Command

During the Off Command Phase all unbroken units that have not already been activated during the Command Phase are allowed to perform actions.

Again the inititaive winner may decide which side goes first. Players then take turns in activating their units until all units have been activated. Since Off Command Activation bears the risk of the unit becoming broken, players never have to activate a unit in this phase.