A reminder of the Chainmail turn sequence for combat,adapetd to D&D:
1. Both opponents roll a die; the side with the higher score has the choice of electing to move first (Move) or last (Counter-move). 2. 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. 3. The side that has last move now moves its figures and makes any split-moves [for elves and faeries] and missile fire, taking any pass-through fire possible at the same time. 4. Magic is taken. 5. Missile fire is taken. 6. Melees are resolved. 7. Steps 1 through 6 are repeated throughout the remainder of the game.
Note:Missile fire from split-moving troops is considered to take effect immediately during the movement portion of the turn, and the same is true of passthrough fire. All other fire, both artillery and missile, is considered to simultaneously take effect just prior to melee resolution.