Phases
Each turn in WWIIE consists of several phases. During each phase, there are several operations available to the player for ground, air and naval units. The phases and operations for each player in each turn for the Basic Game are as follows. Note the standard operations are available during every phase.
Turn Deploy Phase:
a. Naval Supply (creates one turn temporary supply source hex)
b. Naval Fire Support (naval unit participates as an attacker in ground combat)
c. Naval Landings (moves top ground unit in same hex to the destination hex)
d. Naval Transport (moves naval unit to a different port city)
e. Naval Move to Port (moves naval unit to a different port city and stays)
f. Air Supply (creates one turn temporary supply source hex)
g. Air Fighter Combat Air Patrol (CAP) (air unit participates as a defender in air-air combat)
h. Air Search & Destroy air units (air unit participates as attacker and defender in air-air combat)
i. Air Search & Destroy naval units (air unit participates as an attacker in air-naval combats)
j. Air Ground attack support (air unit participates as an attacker in ground combat)
k. Air Tactical attack (air unit bombs ground unit in destination hex)
l. Air Recon (air unit causes display of ground units despite fog of war in the destination hex area)
m. Airborne Drop – (moves top ground parachute unit to the destination hex)
n. Air Transport – (moves top ground unit to the destination hex)
o. Air rebase – (moves air unit to a different city)
p. Standard Op – Unit Details
q. Standard Op – Display OOB
r. Standard Op – Highlight OOB
s. Standard Op – Change HQ link
t. Standard Op – Allocate Reserve
u. Standard Op – Split Division or Corps (requires mouse right button click to select Locked Operations – Standard Operations)
v. Standard Op – Reform Division or Corps (requires mouse right button click to select Locked operations – Standard Operations)
w. Standard Op – Disband an On Map Unit (requires mouse right button click to select Locked operations – Standard Operations)
Ground Move Phase:
a. Ground Move to Attack (moves ground unit that can attack in combat phase)
b. Ground Move No Attack (moves ground unit twice, but no combat)
c. Ground Move to Exploit (moves ground unit three times, but no combat or dig-in)
d. Ground Strategic RR Move (move ground units on railroad hexes only)
e. Ground One Hex Move (moves ground unit one hex with fewer terrain restrictions and no combat this turn)
f. Dig-in (improves defensive posture of ground unit)
g. Standard Op – Display OOB
h. Standard Op – Highlight OOB
i. Standard Op – Change HQ link
j. Standard Op – Allocate Reserve
k. Standard Op – Split Division or Corps
l. Standard Op – Reform Division or Corps
x. Standard Op – Convert Railroad Hex
y. Standard Op – Destroy Railroad Hex
m. Standard Op – Rebuild Destroyed Unit
Combat Phase:
a. Normal Attack (standard default combat operation )
b. Holding Attack (attack with fewer losses, but can cause the defender to not be able to move for one turn)
c. Capture Hex Combat (doubles the losses on both sides)
d. Ground Combat Phase Move (move ground unit ½ MF this phase. Exception is mech and tank units move at MF. Note that units that have performed Move no Attack, Move to Exploit, Strategic RR Move or One hex move cannot use Combat Moves.)
e. Combat Analysis (analyzes and displays information on a combat, but does not execute it. Player is given an option to execute the combat, but a new die roll is done.)