The two most important factors in the turn phase are moving and battling, without these you can’t actually play a true map campaign but there’s so much more you can add into the turn phase to make things interesting. These include ….
- Turn order / Initiative
- Supplies
- Orders
- Scouting
- Moving / Actions
- Battles
- Retreat
- Reinforce / Admin
This is normally handled by having a specific empire building phase which is played after a number of battle campaign turns representing the winter season where the players can collect taxes from their settlements, raise and reinforce their armies ready for the next season, build new settlements or improve the one’s they already have along with other activities such as espionage and magic. Whereas with 40k, normally a single race will ocupy a planet and be fighting off other invading races, so they tend to concentrate on the fighting side of campaigns although it’s entirely acceptable to have an empire building phase in your campaigns if you want one and we’ll be looking at that later on.
Before we can even look into the mechanics of moving and battling over the campaign map, we need to look at the order players take their turns.
Can you help? Have I missed anything? include your thoughts in the comments and I'll get them added to the page.