Simulturn Rules
These are the rules you have been waiting for. Simultaneous turn rules take out the initiative advantage for NATO/Allies. Best of all, they are quite simple.
1. All players make unit purchases.
2. All players declare all combat and non combat moves. If at any time a transport move runs across an enemy unit(s), the unit(s) get one shot (each), and the surviving transports continue on. If the transports are escorted, combat occurs by a conventional means.
3. Should units from two bordering territories attack each other, the battle will be resolved as follows:
A. Each side rolls an initiative roll. The higher roll wins initiative and attacks first. The winner can choose to give up initiative if he/she so desires.
B. Initiative winner rolls attacking rolls, and loser rolls defense rolls.
C. All casualties taken from battle board.
D. Initiative loser rolls attacking rolls, initiative winner rolls defense rolls.
E. All casualties taken from board.
F. Repeat steps A-E.
Any reinforcements in range can join battle in step F, and either side can be recalled before their attack is made.
4. Attacking units surviving border clash encouter remaining units in attacked territory in the conventional manner.
5. Any units not sent on an attack can reinforce ongoing battles, or carry out any other tasks possible.
Helicopters can return to carry another infantry to battle if they 1) have the fuel to, and 2) stay out of combat for one round.
All battles are occuring simultaneously. Therefore once the first round of a battle is rolled, the first round of the second battle is rolled, first round of the third, up to how many battles are occuring, then the second round of the first, etc...