After
all nations have delivered their instructions, the execution of this
takes place. This is called evaluation.
Here
all phases, as described in the preceding sections, are processed
gradually, whereby the instructions of all players come in each phase
in an different order to execution.
For this
reason, the result of the evaluation
can be very different from that of the order
phases results. However, this simultaneous
gameplay is a much more realistic and better
entertainment than the traditional one player
after the other player orders.
At
first the offensives will be processed.
This happens in a
coincidental order, whereby offensives with stronger and faster units
are given preference in the probability.
After all attacking units and possible reinforcement units of the defender (units with ZOC value 'zone of control' - see 2.1.3.) were moved in the target province of the offensive,
a menu appears over the battleground with information about the nation of the attacker and defender and the name of the attacked province.
By clicking on the calculation button at the lower end of the menu starts the animated battle. (*) Clicking the Battle button starts a FPS Battle (First Person Shooter, read rules part 3).

During
each battle round a unit group (a full box) of the defender fires on
a group of the attacker, whereby for the defender always the defence
values are used and for the attacker the attack values
(see rule 2.1.3.). Which units are firing on which target is
indicated by a yellow line for the defender and by a red
line from the attacker. If hits or losses appear, then the target
units will be burning and the losses are visible by a numbers (in
the example above, the ten German tanks II are firing on ten allied
infantrymen, who have 7 losses).
It must be reminded here again, that certain units could evade from the fire or need several hits to be destroyed.
If the target units in the combat round did not shoot yet, they are firing back. Next a unit box of the attacker, which stll has not fired in this battle round, is firing on a box of the defender.
In the battle different algorithm and mechanisms arel use, in order to determine, which units are firing and on which enemy units.
After each combat round it will be checked, whether a side due to high losses will retreat into an own or allied neighbour province (however, the attacker withdraws always to its starting provinces).
If this is not possible, the loosing side is completely destroyed
If no retreat happend and no side is completely eliminated, then begins a new combat round.
In any case, to win a land battle, it is necessary to have one ore more land units at the end.
If the attacker wins, he conquers the province. Besides this, sometimes it has effects on the political situation in the game. After a victory, the units of the attacker remain in the province, while it's airplanes fly back to their starting provinces.
Next
the sea battles
follows. Sea battles are fights in sea
provinces, in which each side has at least one ship involved at
the beginning.
The sequence of the sea battles is based on coincidence, whereby attacks with stronger and faster units are given preference in the probability.
After all attacking units (ships only from neighbour provinces) and possible reinforcement units of the defender (units with ZOC value in range, e.g. airplanes - see 2.1.3.) are moved into the combat province, a menu appears over the sea province with informations about the involved nations and the name of the province.
A click on the 'calculation button' at the lower end of the menu starts the animated sea battle.
The course of events during the sea battle corresponds generally to that of the land offensives described before.
The
main differences
are: Submarines
always
withdraw after three combat rounds.
A defeated
defender
retreats up to
two provinces
by sea paths.
Airplanes always withdraws after the sea battle to there starting provinces.
(left: Screenshot of a sea battle in the Bay of Biscay, at the moment two German U-Boats were sunken by the Anglo-American planes and only one Italian submarine is still available on the Axis side.)
All
attacks, which are not fallen under the
sea battles
described before, are air
battles
(also pure air raids on ships).
The
sequence of the air battles is based on coincidence, whereby attacks
with stronger and faster units are given preference in the
probability.
After all attacking airplanes and possible
reinforcement units of the defender (airplane
units with a ZOC value in the proximity, see 2.1.3.)
moved into the combat province, a menu appears over it with
informations about the involved nations and the name of the
province.
A click
on the 'calculation button'
at the lower end of the menu starts the animated air battle.
The course of events of an air battle corresponds likewise to that of an offensive, however with the following substantial differences:
if
the defender has sufficiently airplane boxes or air defense gun
boxes, these and the attacking airplane boxes fight exclusively
among themselves.
Only if the attacker has more attacking unit boxes, these could attack land or sea units in the province, whereby these targets can fire back.
Air battles persists at maximum for three rounds. Subsequently, the attacker flies back home. However, the attacker can be driven out by to high losses already before. Additionaö the airplanes of the defender could withdraw before this time due of high losses, whereby the attacker afterwards will bomb ground targets.
If a factory is in the province (not barracks), then the bombers of the attacker with a strategic attack value (see rules point 2.1.3.) attack the enemie's factory during the last combat round. The defenders will loose PP's, which are depending on the used capcity of the factory (ie, in factories where many units are built, the damage is greater than in factories where only a few or none units are under construction). The losses of PP are visible during the burning factory display (see screenshot above).
Next
the strategic movements follows. The sequence of the movements is
based on coincidence, whereby movements with stronger and faster
units are given preference in the probability.
Because of that,
other players could move before your own units and depending on the
preceeding battles, some of the planned movements could be impossible
(e.g. because the appropriate units were destroyed or because the
enemy was faster and reached or conquered a province before). This,
however corresponds realistic to the situations of an armed conflict,
in which never everything runs “after plan”!
According
to the command sequence, now political events follow (influences,
declarations of war and natural tendencies of the individual nations)
and the transfer of provinces and units to allied nations.
For important events (declarations of war, joining an alliance by an nation) a menu screen with the appropriate informations appears (see screenshot right: Italy becomes a member of the Axis).
Subsequently,
research progress follows. If new units become available thereby,
then this is likewise indicated by a menu screen (see
screenshot right side).
Finally,
ready units from the factories are placed in the provinces of the
cities, the production orders for this month (turn) are placedt, the
points of
production
(PP) for the next month are calculated depending on the controlled
provinces with their victory
points (VP)
, and the maintenance costs for existing units are taken off.
For the calculating of PP, however, victory points of by enemy warships controlled own convoy centers have to been removed (see screenshot on the right: a German U-Boat is controlling the Libyan Sea, where is an Anglo-American convoy center with a value of three VP).
Furthermore, oil fields which are controlled by the player are producing oil (fuel for the vehicles, aircraft and ships). Every player becomes aditional every turn always 50 units oil from synthetic production and other resources.
Moreover, the PP's and oil stocks can still be reduced by strategic bombing (see rules 2.5.3) during the next turn, before the execution of the production orders !
Note: Nations which are not at war, can only use a small oart of their possible PP's, because in peacetime the majority of the population don't want spent to much for the national armamants and want to use it instead for the civilian needs !
Now the game turn is finish and the next turn begins (see point 2.4.).
The game will end not later than June 1945 with a victory of the Allies or the Axis nations in the following case: the Axis is controlling two of the four enemies capitals and controls all four own capitals. The Allies are controlling all four Axis capitals and all four own capitals.
On
the left screenshot, there are all four capitals of the Axis players
visible (in yellow squares: Berlin in
Eastern Germany, Munich in
Western Germany, Budapest in
Hungary and Rome
in Central Italy)
and London in Southern
England, one of the Allied
capitals, in a red square.
On the screenshot below, there are the
two capitals of the Soviet Union (Russia) visible: Moscow in
Central Russia and
Kuibichev in Southern
Ural.
The last Allied capital
is Cairo in Upper
Egypt.

Exception for short and medium scenarios (*):
In the short (6 months) and medium (12 months) scenarios the side wins, which conquers victory point provinces than it looses.