Situations may arise during the game in which both players simultaneously announce that they wish to take a game action or use a unit or card effect. Use the following rules to resolve such timing disputes.
If a timing dispute occurs during any point in the game, unless specified below, the player with initiative decides the order in which to resolve the effects.
Movement and Order of Events
Most timing conflicts occur upon a unit moving into a new hex during an Advance, Fire and Movement, or Assault action.
When moving a unit into a hex, the possible events and reactions to them occur in this order:
- The active unit moves into an adjacent hex.
- Any LOS determination and effects take place (such as a concealed squad being revealed).
- The opponent may declare an opportunity attack. Note that the active player must always give his opponent sufficient time to declare opportunity fire after a movement.
- The opponent resolves any Op Fire attack.
- Resolve obstacle effects (such as mines, a tank trap ending a vehicle’s movement, etc.). If a hex contains multiple obstacles, these are resolved in the order of the active player’s choosing.
- The active unit spends movement points on non-movement effects, such as having a tank remove razor wire, etc.
- If the active unit is taking an Assault or Fire and Movement action, that unit may now attack.
- After a tank unit leaves a hex, resolve any tank overrun effects.
As the active unit moves into a new hex, the above timing sequence is repeated, etc.
Note that cover bonuses, such as those provided by a smoke marker, are always in effect.
Example: The American player activates a squad and moves it into a hex containing a minefield marker. The German player declares that he will make an Op Fire attack against the American squad. Because Op Fire attacks are resolved before
obstacle effects in the timing sequence, the Op Fire attack is resolved before the squad rolls for the minefield’s effects.