Bear in mind that most things happen in this new sequence almost at the same time.
I also noticed that I was forgetting about other facets during the game so a slightly more organized sequence of play may help with that:
1. Admin Phase
-Check unit morale
-Roll for visibility *First turn only (See BATTLE visibility chart)
-Radio Contact(5 or 6, 1D6)*First turn only
-Maintain Radio Contact (2+ / 1D6)
-Recce units spot (See BATTLE Spotting Chart)
2. Artillery Phase
-Place Barrage & Roll for Artillery or Air Strikes, FO Must have LOS to target. All Map fires must be coordinated prior to game starting.
-Attempt to move or repeat previous barrages
-Attack targets under template
-Test all units under template for suppression (Per BATTLE rules for suppression)
3. Movement Phase
-Move all friendly units
-Friendly non-recce units may attempt spotting now
-Enemy Units placed on Ambush may Opportunity Fire
4. Shooting Phase
-Attack enemy targets with small arms and tank fires
In my previous post about BATTLE, I lamented the fact that tanks did not have an HE attack to fight infantry so here I give them one. Roll your standard "To Hit" roll based on the range and conditions, and then there is a "To Kill" roll that must be rolled.
Tank HE Fire
-Usual Tank “To Hit” value per BATTLE based on Range, must select target
Soft Cover 5+
Hard Cover 6
I would also like to give mortars and indirect fire a template on the table.
Mortars & HE Fire
-Use small Blast template for Small Mortars and Artillery Pieces (round GW Epic blast template)
-Use medium blast template for Artillery Calibers up to 130mm (1 ¼ inch square template)
-Use large blast template for Artillery Calibers above 130mm (2” square template)