A turn in SkirmishCorps has three phases: the Assignment Phase, the Action Phase and the End Phase.
THE ASSIGNMENT PHASE
In this phase players simultaneously assign actions to each of their units, by placing an appropriate marker face down next to each unit.
Their are two types of marker - an Action marker and an Overwatch marker.
Any unit can be assigned to act, regardless of whether they are in base-to-base contact with an enemy unit.
A unit that moves that is currently in base-to-base contact with an enemy unit breaks off from close combat.
Any unit not in base-to-base contact with an enemy unit can be assigned to overwatch. Their intended action is to not move and provide covering fire for other units that are going to move or to respond from range to the actions of enemy units.
A player may also have reasons for a unit to not act in a turn and should assign a unit to overwatch if this is the case.
A unit assigned to overwatch can also change their stance when they take their action. See Stances.
THE ACTION PHASE
In this phase, the players alternate revealing one of their unit's assigned an action, carrying out that action, determining the results of that action and then removing the marker to indicate that unit has completed its action that turn.
Who Reveals First?
Both players do. Each player selects one of their units and reveals the action of that unit simultaneously. Whichever unit has the highest RE takes their action first. Then the unit with the lower RE takes their action. Then start alternating between players.
If both units have the same RE, fight it out with a D6 until one of the players rolls higher than the other. Their unit takes the first action.
THE END PHASE
Certain consequences and effects are checked for and applied in this phase. These are explained more fully in relevant sections of the rules.