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3. Zones of Control
2.1 The Sequence of Play
Initial Segment
Diplomacy Phase Neutral Activation Phase Aircraft Maintenance Phase Weather Determination Phase Nuclear Restraint Phase (optional) Theater Air Superiority Phase Deep Strike Phase Supply Phase Critical Loss Determination Phase
Warsaw Pact Segment
Black Sea Fleet Sortie Phase [SF, CG] Norwegian Sea Control Phase [AF, CG] Strike/Interdiction Phase Warsaw Pact First Impulse First Echelon Sub-Impulse Movement Phase Combat Phase Second Echelon/Breakthrough Sub-Impulse Movement Phase Combat Phase Regroup Phase NATO Reserve Impulse Movement Phase Combat Phase Regroup Phase Warsaw Pact Second Impulse The second impulse is identical to the first impulse. Warsaw Pact Surrender Phase
NATO Segment
Strike/Interdiction Phase NATO First Impulse Movement Phase Combat Phase Regroup Phase NATO Second Impulse The second impulse is identical to the first impulse. NATO Surrender Phase
Final Segment
Aircraft Landing Phase Unsupplied/Grounded Recovery Phase Overland Communication Phase Nuclear Escalation Phase (optional) 2.2 Phasing Player This term is used in subsequent rules to refer to the player whose units are moving, attacking, or performing other operations during a particular phase. The Pact player is the phasing player during the Pact first and second impulses; the NATO player is the phasing player during the NATO first and second impulses and the NATO reserve impulse. 2.3 Complexity The sequence of play shown may at first seem rather frightening. Notice, however, that many of the phases are repetitive: there are seven similar movement phases, each followed by a combat phase. Other phases are very easy to perform; the nuclear escalation phase, for example, requires only one die roll. Some phases are not used once certain events occur and some phases are omitted in certain scenarios. It is not as complex as it looks. 2.4 Expanded Sequence of Play (printed separately) There is also a sequence of events which must be followed within some of the phases shown above. For ease of description, the rules do not completely address this sequence. The complete sequence of all game events is covered in the expanded sequence of play. Players should refer to the expanded sequence when playing the game.
Every unit exerts a zone of control (abbreviated ZOC) into the six hexes adjacent to it. 3.1 Types of ZOCs There are two types of ZOC: standard and airmobile. All airmobile units (mobility class; see the unit identification chart) and U.S. divisions have airmobile ZOCs; all other units have standard ZOCs. Counters with red text shown as their stacking points exert an airmobile ZOC.
3.2 Limits of ZOCs Only airmobile ZOCs extend across full sea or lake hexsides (including bridged hexsides). Only airmobile ZOCs and the ZOCs of mountain and ski units extend into mountain and mountain pass hexes. Only airmobile ZOCs and the ZOCs of light mechanized, mountain, ski, and overland units extend into wilderness hexes. No ZOCs extend across the borders of neutral countries.
3.3 Effects of ZOCs ZOCs have many effects, as explained in later rules.