Turn 2 - SetupStep 1If no cards are available for the Allied player, then he takes one from the pile. This is why you do not add the cards you got from your Plan order until the next step.
I do have a card, so I add the 4 I got from my Plan order. If I now had more than 5 in my hand, I'd have to reduce my hand to 5 cards.
Here they are - pile of crap. I read somewhere (in the rules I think) that the cards generally have good orders on them for the Allies. I haven't seen much good in the times, I've pulled orders...they've been mostly poor.

I decide to play the Trip card (mainly because it has good initiative values for Baker and Charlie squads) and I'll assign a Hide order to one of my Charlie squad members.
Step 2Assign Friendly OrdersBaker SquadPvt Peters is given a Rapid Fire order. His job is to guard against German soldiers moving through the field to his North and enemy soldiers coming from the right flank
Pvt Johnson is given a Suppressing Fire order so he can help stop any onslaught through the field.
Pvt Donahue is given a Rapid Fire order so he can stop any soldiers crossing over through the hedgerow
Charlie SquadI assign a Hide order to
Pvt Stubbs (as instructed in the Order Card). He can't see much from where he is anyway.
Pvt Temple is given an Aimed Fire order. This allows him to fire on impulses 2 and 4. Not great (only 50% of the impulses) but a Rapid Fire order has a -2 modifier.
Cpl Thomas is given an Evade order to get him back into the fight.
Step 3Enemy OrdersRed TeamSoldat Winkler in hex 18.07 gets a Sneak 6/5 order (he's in cover and has normal morale)
as this is the first card drawn for the Red Team, it's used as the Initiative card for the Red Team and has an Initiative value of 85Obfr Gunther in hex 24.08 gets a Run & Gun 6/5 order (he's in the open and has normal morale)
Soldat Jung in hex 25.07 gets a Rapid Fire order (he's in cover and has normal morale). As he has a slow weapon, this is changed to an Aimed Fire (slow weapons cannot have Rapid Fire or Suppression orders)

The soldier in hex 27.11 gets an Aimed Fire order (he's in cover and has normal morale).

The soldier in hex 28.09 gets a Hide order (he's in cover and has normal morale).

The soldier in hex 28.12 gets a Hide order (he's in cover and has normal morale).
Blue TeamSoldat Hahn in hex 21.08 gets a Run & Gun 6/1 order (he's in the open and has normal morale)
the C next to the order direction is Charge. If he passed a TQ check, then his order would be changed to Charge. However, he failed the TQ check (needing 4 or less and rolling 7)
as this is the first card drawn for the Blue Team, it's used as the Initiative card for the Blue Team and has an Initiative value of 69Soldat Pohl in hex 24.05 gets a Suppression order (he's in cover and has normal morale). As he has a slow weapon, this is changed to Slow Suppression order

The soldier in hex 27.07 gets a Sneak 5/6 order (he's in the open and has normal morale)
the order does have a G next to it which would mean passing a TQ check means he would change to a Grenade order, however there are no Allied troops within 4 hexes so it doesn't even get checked.The soldier in hex 30.06 gets a Hide order (he's in cover and has normal morale).

The soldier in hex 29.11 gets an Evade 1/6 order (he's in cover and has normal morale). However the G means he could have a Grenade order
if he's within 4 hexes of an Allied soldier
and he passes a TQ. He needs to roll a 4 or less and rolls a 0...so his order is changed to a Grenade. That's bad news for Pvt Stubbs and you'll find out why later.
You can see a C after the G...if he had failed the TQ on the Grenade option, he would've rolled on his TQ again for the option to ChargeThis is the card layout for Turn 2

This is the Initiative Track for Turn 2

This is the situation at the start of Turn 1 Impulse 1
