The command dice a commander has at his disposal will determine how many actions he is able to complete that turn. The more actions he has the more units that can be activated.
A single unit may take any number of actions in a given turn. The only limitation to this rule is:
A maximum of two movement actions can be made by a single unit in a single turn
Only one anti tank missile can be fired by a unit in a turn
A maximum of up to three fire actions can be completed per unit, per turn (dependant on good supply)
Actions can be taken in any order and different types of fire can be used by a single firing unit. When all actions have been completed on a particular unit the activating player moves to the next unit and so on.
Below is a samplet of some of the available game actions:
The unit moves up to its movement allowance taking in to account any terrain modifiers. Movement can affect firing for certain types of units.
Limbering / Un-limbering
Any weapon that is towed on the battlefield needs to be unlimbered from its towing vehicle before firing and visa versa.
Entering / Exiting
Infantry that are being transported in vehicles need to exit from their transport vehicle before they can engage an enemy in combat. Likewise when infantry need to move around the battlefield under armour they must first enter their vehicle.
Direct Anti Tank Fire
The unit engages an acquired enemy target in direct line of sight with its main weapon. This also includes infantry anti tank teams and vehicle mounted anti tank guided weapons.
Direct Small Arms Fire
The unit engages an acquired enemy tagret with either vehicle mounted machine guns or infantry engaging other infantry units.
Direct Area Fire
The unit engages any enemy target with large and small calibre weapons.
An artillery observer or relevant command unit acquires targets for its corresponding artillery batteries. Once a tagret has been identified the observer calls for fire to be laid down on the target.
Indirect Area Fire
Each artillery section must be activated in order to bring down fire on the target.
A unit may stop and scan the horizon for targets and other possible threats. Any unit on reactive fire can interrupt the enemy players’ turn and make a fire action. Any number of reactive fire actions may be placed on a unit although to perform an action requires double the number actions. Anti aircraft units MUST be on a reactive fire in order to conduct anti aircraft fire against fixed wing aircraft targets (not helicopters).
These actions covers any specialist engineering units such as recovery, mine clearing / laying, earthworks and bridging.
Each unit has a maximum number of available stored ammunition, once depleted the unit is no longer capable of firing on the enemy until it has obtained a resupply of ammunition from either an ammunition carrier or an ammo dump.