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Chainmail mass combat turn structure

  Chainmail offers two different "turn sequences". It's doing something really difficult, trying to boil down a very dynamic and chaotic event -- a battle --into a linear process. It's worth seeing what it tries, and how it does it. I should say that I've never played Chainmail; this is just how I think things should work after puzzling through the text. The first system is the "MOVE/COUNTER MOVE SYSTEM". It's the one I'll be looking at today. I quote: Both opponents roll a die, the side with the higher score has the choice of electing to move first (Move) or last (Counter-move). The side that has first move moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time. The side that has last move now moves its figures and makes any split-moves and missile fire, taking any pass-through fire possible at the same time.  Artillery fire is taken. Missile fire is taken. Melees are resolved...