NATO Nukes & Nazis Expanded Sequence of Play by Gary J. Robinson I created this as a player aid for those wishing to play NNN but who are daunted by the amazing range of activities that can occur in a turn, thanks to all the special units. This file is best used if downloaded, then formatted by your word processor or DTP program to have two columns. It should fit on one page with the correct font/size with two columns and be a handy player aid. I. Player Turn - SACEUR may start transfer or end transfer - Decontamination Brigade may start decontamination A. Mobilization Phase - Architectural Kommando may place New Order marker - SACEUR returns if destroyed - Ordensburgen grants extra Stormtrooper replacement - Lebensborn grants extra S.S. replacement - Labor Monument costs one replacement factor - Settlement Strongholds may only be placed by Stormtroopers B. Special Actions Phase - Totenkommando may do terrorism - Special Ops and Partisans may do subversion - PsyOps, Partisans and Stormtroopers may do AgitProp - Partisans may do Uprisings - Special Ops and Commandos may do air holding box raids - Stormtroopers may Nazify city - Military Governments may Denazify city C. Initial Movement Phase - 6th Air Cav Brig. may flip over - Air Supply may begin - Mixed terrain +1 for mechanized - Mountains +2 for mechanized, +1 for non-mech, +0 for Mtn - Rivers +1 for all - Airlift: start airfield/urban/holding box if MAC, anywhere if helicopter - Helicopter can only carry non-mech - Land at end of initial move phase, in airfield/urban, or anywhere if carried by helicopter - Airlifted units cannot attack that turn unless Airborne - can be intercepted - Helicopters can only be deployed within 10 hexes of ground unit - Air Assault movement interceptable in last hex of movement - Sea Movement from port/holding box to port, debark at end of Exploitation - Marines, Amphib. Panzer & Commando can make amphibious assault; roll for Panzer mission success outside Baltic - Autobahn movement: doubled, but cannot ever be adjacent to enemy unit - France/Italy transit - takes a turn D. Opposing Air Reaction Phase E. Air Superiority Phase - Nuclear air-to-air possible - Guided Missiles may contribute "1" strength to air superiority in same or adjacent hex F. Ground Combat Phase - Wewelsburg allows one fanatic Nazi attack per turn - NATO forces may not attack jointly if no SACEUR - NATO air units may not give ground support to other nationalities if no SACEUR - Strategic Air may not be given up to satisfy ground support losses - Interdiction attacks against hexes not attacked by ground units - Defender need not retreat from city - Nuclear strikes possible from artillery or SAC/Flying Wing, or guided missile; target hex may not be attacked on ground or by interdiction that turn - Underground units may only attack in same hex - MPs, Special Ops, Secret Police and Commandos may conduct security combat - S.S. may make mass terror attacks - Guided Missiles may Interdict - "I" and "B" results for Interdiction against cities shift political index due to terror bombing - Israelis may make fanatic attacks against S.S./S.A.; Stormtroopers may fanatically attack anyone G. Exploitation Movement Phase - 6th Air Cav Brig. may flip over - Attackers which retreated may not exploit - Decontamination Brigade may remove nuclear marker II. Repeat for other player, then III. Political Phase - Labor Monument grants one Political Point - Nazi Party Rally possible at Cathedral of Ice - Ignore FŸehrer Order events if FŸehrer Bunker destroyed - Ignore NATO Command & Control events if SACEUR in play - Roll for weather