A game turn starts with the air warfare phase. This only takes place on A.M. turns and as you would expect, the Red air force are both outnumbered and outclassed. Next, weather is determined with a simple die-roll. Poor weather only effects air units. The odd Soviet plane might make it this far, but don't count on it.
Ground units make their first showing during the command decision phase.
Each corps starts the game in a particular mode. The mode a corp is in affects its ability to receive support from its parent HQ, overrun, morale and movement. Also, mode can make a unit more or less susceptible to combat losses. During the command decision phase, corps may attempt to change their formation mode. The soviet player only gets to do this on PM turns, reflecting their inferior command control.