SASL Online Interactive Game
Concept and Sequence of Play
CONCEPT
TBD.




TURN SEQUENCE/SEQUENCE OF PLAY
Here is the Basic Sequence of Play that will be followed. Each team goes through the following sequence
as the active player. Basically there are 2 halves to each turn with the list below being cycled through 2
times, once for each team. The BLUE listings will be handled exclusively by the Referee during BOTH player
turns.

RALLY (both players) - This phase is for rallying broken units, repairing malfunctioned support weapons.

PREP FIRE (active player) - This is the initial firing of targets for the active players turn.

MOVEMENT (active player) - This is the main movement portion of the active players turn (simultaneous
with inactive players Defensive Fire Phase).

DEFENSIVE FIRE (inactive player) - This is the main defensive firing portion of the inactive players turn
(simultaneous with active players Movement Phase).

ADVANCING FIRE (active player) - This is firing of targets for the active players turn that did NOT take
part in the Prep Fire phase. It is mainly fire being made by those units who have moved during the
Movement Phase.

ROUT (both players) - This is firing of targets for the active players turn that did NOT take part in the
Prep Fire Phase.

ADVANCE (active player) - This is an additional Movement phase for the active player. ALL units can
move 1 full hex regardless of terrain AND any previous Fire or Movement orders.

CLOSE COMBAT (both players) - This is the Hand to Hand/Melee Phase. Most of this combat is
simulateous but it can be affected by Ambush and other factors.