E41K Turn sequence
- Draw for initiative for movement phase
- Winner of the draw chooses to move first or second.
- First Mover declares Flyer Missions
- Second Mover declares Flyer Missions
- First mover places order for all detachments.
- Second mover places orders for all detachments.
- Recovery phase
- Roll for removal of blast markers (1d6 -1 for most detachments)
- If using moral rules, lose 1 moral points per blast marker left after removal
stage, or the moral value of the detachment, which ever is lesser, per detachment.
- Roll leadership checks for any detachment with blast markers. (Roll greater than
the number of blast markers on the detachment on 1d6. Rolling a 6 is NOT an auto pass If
you have more than 6 blast markers, you auto fail) Any detachment the fails a leadership
check may not move in the movement phase, use over watch or special orders. They may still
be on march or assault orders, and all rules for these orders are still in effect, even if
the detachment can not move due to a failed leadership check.
- Movement phase
- First moving player moves all detachments and does flyer missions, in any order.
Detachments that failed leadership test may not move.
- Second Moving player moves all detachments and does flyer missions, in any order.
Detachments that failed leadership test may not move.
- Artillery detachments with special orders that passed their leadership test fire at
the beginning of their opponent's movement phase, if they wish to fire "prep
fire"
- Draw for initiative for Firing phase for non war engine detachments
- Winner of draw may chooses 1 detachment and fires it or pass firing
- Other player may choose 1 detachment and fires it or pass firing
- Players alternate firing detachments until both players have chosen to pass or
there are no more detachment to fire.
- A detachment may only fire once per firing phase.
- Draw for initiative for firing phase for war engine detachments
- Winner of draw may chooses 1 detachment and fires it or pass firing
- Other player may choose 1 detachment and fires it or pass firing
- Players alternate firing detachments until both players have chosen to pass or
there are no more detachment to fire.
- A detachment may only fire once per firing phase.
- If there is an Ork Army playing any initiative counter they have drawn up to this
point is returned to the cup. If both sides are Orks this is not done.
- Draw for initiative for the Assault/Firefight phase
- Winner of initiative makes all assault moves. Any detachment that has blast markers
on it must make a leadership test at this time to move at this time. This must be done
regardless of the success or failure of the leadership test during the movement phase.
- Assaults combats caused by the assault moves are fought.
- Firefights are fought between any detachments with in 15 cm of each other.
- Loser of initiative for the assault phase makes all assault moves . Any detachment
that has blast markers on it must make a leadership test at this time to move at this
time. This must be done regardless of the success or failure of the leadership test during
the movement phase.
- Assaults combats caused by the assault moves are fought.
- Firefights are fought between any detachments with in 15 cm of each other.
- Check for Victory conditions, return all initiative counters to the cup and begin
next turn if there is not a game winner at this stage.