Play is divided into thirtytwo 12-hour turns governed by the standard move-shoot sequence, zones of control, a terrain effects chart, and two differential combat results tables (CRT) reflecting differing levels of aggressiveness and risk of unit elimination.
Play is divided into thirtytwo 12-hour turns governed by the standard move-shoot sequence, zones of control, a terrain effects chart, and two differential combat results tables (CRT). Each player at the start of a new combat phase opts for either the Active or the Mobile CRT, reflecting differing levels of aggressiveness and risk of unit elimination.