The combat sequence
Select a HQ. Activate it (ctrl-a). The activation adds a red frame to the unit clarifying that this is one of the units activated in this player turn and automatically flip it. Then you can deploy it. A “moved” marker will appear if the HQ is deployed.
Proceed by ordering (ctrl-a) one unit at a time. Each unit can:
Move: It is automatically marked with a “moved” marker and a trail shows its movement. If it enters a tunnel, mark it with a “tunnel” marker (shift-t). Vehicles are automatically flipped face-up.
Fire (ctrl-f): the unit is marked with a “fired” marker and, if hidden, it is automatically flipped face-up, select the target (ctrl-t) and roll the dice. If successful, reduce the strength of the target (ctrl-h).
Rally (ctrl-r): the unit is marked with a “rally” marker. Then roll the die. If successful, add one strength level (alt-h).
Perform a special action (ctrl-s): the unit is marked with a “special” marker and, if hidden, it is automatically flipped face-up. Proceed to roll the dice and/or place the desired terrain block.
If the unit is outside the command rage, check the morale first. If the check fails, mark the unit with a “failed” marker (alt-f) otherwise proceed with the activation.
If ordering an artillery/air attack, reduce the strength (ctrl-h) of the associated block in the Artillery and Air Support window.
If using a HQ as a spotter, mark it with the “spotter” marker (alt-s).
Once all units have been activated, end the player turn using the End of Player Turn button. This will clear the order markers, the target markers and the movement trails.
When all player turns have been completed, both players should push the End of Game Turn button and the turn tracker must be increased by one.