Combat! Rules TOC

Table of Contents

Introduction
Game Components
Scenarios and Set Up
Sequence of Play
Line-of-Sight
Terrain Notes
Fortifications
Stacking
Infantry/SW/Gun Morale
Infantry/SW/Gun Movement
Vehicle Movement
Fire Combat
Smoke
Close Combat
Artillery and Air Support
Combat! Normandy UPGRADE
Combat! Field Promotions
QUICK START
Campaign Notes
Release Notes
Designer’s Notes

4.2 DETAIUD TURN SEQUENCE
1. Command Phase
Both players adjust the Morale state of their units (Morale Reduction),
Half-squads may be combined into squads (Concentration),
Each player rolls a dlO for Initiative.
The side with the higher roll wins the initiative. A tie leaves the initiative with the side that had the initiative the previous turn.
2 - Fire & Movement Phase
Players alternate moving, conducting close combat or firing their units. When both players announce a pass (no action) twice consecutively (a total of four), the Fire & Movement Phase ends. It may also end by mutual player consent.
3 - Conclusion of the Turn Phase
Remove all Fire and Movement markers : flip all FFE to their CFF side.
Remove Suppressed markers. Move the Game Turn marker to the next turn, with the initiative for the side that had the initiative the previous turn facing up.

Rules TOC