On each player's turn begin the following turn sequence. Progression through the turn sequence halts while there are unresolved triggers. (See timing.)
- Beginning of Turn
- Control terrain victory points are gained.
- Order Phase
- Active player gains their order points.
- Active player may choose a unit to be given a chosen order. If they do, proceed to that order's sequence.
- End of Turn
- All damage is removed from injured figures.
- Each player's order points are set to 0.
- The next player begins their turn.
- Ordering player may declare an adjacent enemy unit as the target of the attack. Otherwise, proceed to step (j).
- Costs may be paid, otherwise proceed to step (j).
- The combat order is given. If not, proceed to step (j).
- This unit becomes the attacker and the opposing unit becomes the defender.
- Players count the number of appropriate dice they have.
- Players roll their dice. Critical hits are scored.
- Players reroll dice or adjust their results due to special abilities.
- Hits are scored.
- Damage is dealt.
- End of close combat.
- Return the turn sequence to the same point as when this order began.
- Ordering player may choose the side their unit will attack from and an in-range side of an enemy unit. The enemy unit becomes the target of the attack. Otherwise proceed to step (l).
- Costs may be paid, otherwise proceed to step (l).
- The combat order is given. If not, proceed to step (l).
- This unit becomes the attacker and the opposing unit becomes the defender.
- Line of sight penalties are applied.
- Firing-into-melee penalties are applied.
- Players count the number of appropriate dice they would roll.
- Players roll their dice. Critical hits are scored.
- Players reroll dice or adjust their results due to special abilities.
- Hits are scored.
- Damage is dealt.
- End of ranged combat.
- Return the turn sequence to the same point as when this order began.
- Costs may be paid, otherwise proceed to step (h).
- The move order is given.
- Breakaway attacks may be made.
- Ordered unit gains movement points.
- Ordering player may do one of the following:
- Choose a direction for their unit to take a step, then pay the cost for that move.
- Place the turning tool on a side of their unit and choose the side of their unit to turn on to, then pay the cost for that move.
- If a move was paid for: move the unit then return to step (e).
- End of movement.
- This unit's movement points are set to 0.
- Return the turn sequence to the same point as when this order began.
- Costs may be paid, otherwise proceed to (e).
- The regroup order is given.
- Figures on the ordered unit may be repositioned.
- Unit's facing may be changed.
- End of regroup.
- Return the turn sequence to the same point as when this order began.
- If the special order has targets, the ordering player chooses what to target or proceeds to step (f).
- Costs for the order may be paid, otherwise proceed to step (f).
- The special order is given.
- The effect of the Special Order happens.
- End of special order.
- Return the turn sequence to the same point as when this order began.