The game is played in turns. Both players may move and have combat in the same turn. Each turn represents actions done in a set period of time (about 75 seconds). Turns are sequential, thus actions done in previous turns happen before actions done in following turns. Within a turn actions sometimes are divided by type of action rather than the time the action actually takes place. It may be necessary, within a single turn, to go back in time to resolve certain situations. All this is handled by the turn phase sequence.
3.1. Each turn is divided into phases. Some phases are further divided into segments. Players do not alternate turns or phases, however, play in each segment is divided by players (or teams) in order to ease and regulate play.
3.2. Turn Sequence
A. Tactical Orders Phase Tactical orders must be determined at this time. Each unit must receive a new or maintain an old set of orders. Units without orders will continue with the last valid order issued.
B. Communications Phase To issue new orders, change orders and request support, units must communicate with other units. Most local communications are automatic, but communications to units above the company level may not be.
C. Movement Phase This phase is divided into several segments. Aircraft and infantry movement is in two segments separated by several vehicle movement segments. Vehicle move