The turn sequence in No Hope in Sight is a little different from the one presented in No End in Sight, the parent game, though it shares the same fundamentals.
The game takes place over a number of turns, during which, each player will get 5 activation rolls.
The number of activation rolls intentionally is not dependent on the size of your warband, allowing smaller warbands to feel better coordinated, while a larger force will be making harder choices about whether to activate the troops in contact or bring up reinforcements or outflanking units.
The turn starts with a simple initiative roll:
Roll 1D6, a 1-2, the player with the larger number of figures goes first, on a 3-6, the smaller warband can choose to go first or second.
When it's your turn to go, roll a D6, reroll if its a 1, then activate that number of figures.
Unlike No End/Stars in Sight, you don't have fixed squads. Instead, any figures within 3" of each other are a "group" and can be activated.
Each activation roll, you are limited to one group and one isolated figure, though you can always restore figures from being pinned down, even if they are not part of the selected group.
Each activation point lets a figure move and fire, try to fix up a wounded guy, recover from being pinned, throw a grenade, search a terrain feature or similar.
When both players have taken 5 activation rolls, the turn ends, and you test for Mettle.
Essentially, each side rolls 2D6, if the roll is higher than the number of guys you have left, you have to pick one guy who slinks off and flees the battle.
Then each player decides if they'll keep fighting or not.
If both players stick it out, you go again.
Quite a few mission rewards are tied to holding the battlefield for better loot at the end of the game, but you have to balance that with the long term survival and health of your warband.
I'll touch on combat mechanics and the campaign tomorrow.
Questions about the turn sequence and basic elements?