>PLAYER'S GUIDE<

 SEQUENCE OF THE GAME
This will explain what will be expected of you in each of the mailings.
When information is needed from you the GM will send you a GO mailing.
This mailing will contain the word "GO" followed by the phase you need
to resolve (GO Radio,GO SG2,etc.). If you are the DEFENDER,the phase will
be preceded by a lower case "d" (dRadio,dSG1,etc.) to remind you.

You will normally have 2 days to respond,except for Radio 1 & SG4.
This rules section is mainly to refer to during the game so you'll know
what to send during the various phases. Many of the terms below will be
explained further in the "Core Rules" section. Here are the phases,
some of them are listed as conditional because they only occur if enemy
contact is made late in the turn.

Radio Phase 
Segment 1 (PFPh & part of the MPh)
Segment 2 (MPh/DFPh)
Segment 3 (conditional,same as SG2)
Segment 4 (conditional,same as SG2)

 RADIO PHASE (GO Radio 1 or Radio2)
ATTACKER & DEFENDER: As soon as you recieve your GO mailing from the GM you 
have 1 day to send a message to your PL,you may also send a message to one 
other tank. Label this message "Radio 1".
If you are the PL,you must wait until your platoon has sent you their
Radio 1's. As soon as you recieve them you have 2 days to send them each
a message. Label this message "Radio2". The PL never sends Radio 1,& the
non-PL's never send Radio2.

 SEGMENT 1 (GO SG1)
NOTE: You will recieve a "GO SG1" mailing as soon as the GM sees that your
PL has sent Radio2,but you do not have to wait for this mailing to send
SG1. You may send it as soon as you send/recieve Radio2. The GO SG1 mailing
is just a reminder. The 2 day time limit begins as soon as you send/recieve
Radio2.

ATTACKER: As soon as you send or recieve Radio2,you have 2 days to send the
GM your Segment 1 orders. Label this message "SG1". In your SG1 you must
include the following:

Your complete Prep Fire orders,including Intensive Fire,MGs,& ROF.

Your first segment's movement (if you don't prep fire). You may spent as
many or as few MPs as you wish at this time (you don't even have to move
at all). However,all MPs must be spent by segment 2.

DEFENDER: You will only need to send SG1 if you begin the turn with enemy
units in LOS. In this case you must send orders for first fire regarding
the target(s) if they move,& final fire orders for if the target(s) remain
stationary & no new targets appear. You may defer & wait until segment 2
(SG2) to send fire orders if you wish,but your target(s) might escape. This
will be your last mailing of  the turn unless new enemy units enter your LOS
or you defer to SG2.

 SEGMENT 2 (GO SG2)
ATTACKER: You must now spend all remaining MPs. You must also include orders
for the AFPh and APh. This will be your last mailing of the turn unless you
contact new enemy units. You may also send Radio3 at this time (see core
rules).

DEFENDER: You will only need to send SG2 if there are new enemy units in
your LOS or you deferred from SG1. In this case you must send first/final
fire orders regarding all targets. You may not defer.This will be your last
mailing of the turn unless you contact new enemy units.You may also send
Radio3 at 
this time (see core rules).

 SEGMENT 3 (SG3)
ATTACKER: You will only need to send SG3 if you encountered new enemy units
in SG2. Otherwise,SG3 is identical to SG2 above.

DEFENDER: Same as SG2.

 SEGMENT 4 (SG4)
ATTACKER: You will only need to send SG4 if you encountered new enemy units
in SG3. SG4 is identical to SG2 with the following exceptions:
You will only have 1 day to respond to SG4,& there will be no further
segments even if you contact new enemy units. You will have to include
coningency plans if you want to react to such units.

DEFENDER: Same as SG2 except that you will have only one day to respond.

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