4.0 SEQUENCE OF
PLAY
The COBRA game
is played in Game-Turns.
There are 13 Game-turns in a complete game,
and each Game-Turn is composed of two PlayerTurns.
The Player whose Player-Turn is in
progress is called the Phasing Player. Each
Game-Turn proceeds strictly in accordance with
the following outline. No action or function
contrary to the Sequence of Play is permitted.
A. German
Player-Turn
1. German Weather
Determination Phase: The
German Player rolls the die and consults the
WEATHER TABLE (Case 6.48). The condition
of the weather determines if the German
Player will be able to move his units up to
their full Movement Point Allowances, and if
not, to what extent they will be restricted for
his current Player-Turn.
2. Replacement Phase: The German Player
distributes replacements to any units that are
eligible, up to a maximum of one Panzer unit
and two infantry units.
3. Initial Movement Phase: The German Player
. moves any or all of his units in accordance
with the rules governing their movement. He
can also conduct Overruns. He also places on
the game-map and moves any reinforcements
that are due him, as listed on the TURN
RECORD/REINFORCEMENT TRACK
printed on the game-map.
4. Combat Phase: The German Player conducts
any attacks against Allied units in hexes
adjacent to his own units that he wishes.
5. Mechanized Movement Phase: The German
Player can move any or all of his Panzer,
Panzergrenadier, or Headquarters units as he
wishes. These units can be moved even if they
were moved during the Initial Movement
Phase. No other units can be moved during
this Phase. Overruns cannot be conducted.
B. Allied
Player-Tum
1. Allied Weather
Determination Phase: The
Allied Player rolls the die to determine the
weather for his current Player-Turn; this will
affect the number of Air Points he can employ
against the Germans in his Combat Phase.
2. Supply Phase: The Allied Player adjusts the
US Supply Points and British/Canadian
Supply Points Markers on the SUPPLY
POINTS TRACK to reflect the addition of
whatever Supply Points he receives during the
current Game-Turn (printed on the TURN
RECORD/REINFORCEMENT TRACK on
the game-map).
3. Replacement Phase: The Allied Player distributes
replacements to any eligible units and
deploys (or redeploys) Truck Markers to
mechanize US infantry divisions.
4. Initial Movement Phase: The Allied Player
can move his units, bring in reinforcements,
and conduct Overruns.
5. Combat Phase: The Allied Player executes
any attacks he chooses to against German
units, expending 1 Supply Point for each
attack he conducts .
6. Mechanized Movement Phase: The Allied
Player can move any or all of his mechanized
units. No Overruns can be executed during
the Mechanized Movement Phase.
C. Game-Tum
Indication Inter-Phase
The Allied Player
advances the Game-Turn
Marker one box on the TURN RECORD/
REINFORCEMENT TRACK to indicate the
end of one Game-Turn and the beginning of the
next. Once 13 Game-Turns have been completed,
the game is over, and the Players determine who
has won