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sample turn

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sample turn

This short sample turn shall introduce you to the mechanics of Final Round. We assume that we have two players - Peter and Paul.

The overall rules are covered in sequence of play in the infantry combat rules.

Initiative

The first turn starts with both players determining the initiative. Paul rolls higher and since this is the first turn, no modifiers are applied. Hence, Paul wins initiative for turn 1.

As Peter has lost initiative, he will gain a +1 bonus for the initiative roll in turn 2.

Paul decides to go first and starts by activating his first command team in the command phase (he could also have decided to let Peter start).

Command Phase

Paul starts by picking any of his command teams. After he has chosen one, he checks, how many of his combat teams are in command range. Assume that there are three teams in command range.

He then activates one of these teams which can perform any action. After the team has completed its actioon, Paul chooses another team to activate. After the third team has been activated, Paul's leader (the command team) may perform an action.

Paul's command team has completed his action and play passes on to Peter. He may also choose any of his command teams and have it activate up to three other units (but not another command team). After he has completed, it's Paul's turn again.

Paul may now activate any of his command teams except the one he had activated previously. The activated command team may command (activate) units in the same manner as described above, but my not command any troops that have already performed an action

After all command teams have been activated, the command phase ends and the off command phase begins.

More detailed rules on command can be found i the command chapter.

Off Command

In the off command phase, all non-command teams that have not been activated yet, may try to perform an action. As Paul has won the initiative he may decide who starts. He lets Peter have the first activation.

Peter tries to activate one of his units. He chooses a single team to activate and rolls an OCAR-test. He fails and now it's Paul's turn again.

Paul decides not to activate any unit at all and says so. It's Peter's turn again.

Peter tries another unit, succeeds and attacks Paul's forces. Now Peter may proceede in trying to activate all of his units that have not been activated during the command phase. Her may, of course, only try once per unit. Paul may not try to activate any unit, as he has left the off command phase already.

Also have a look at the editor's notes on off command - they might also answer some questions.
There is a complete chapter covering off command activation.