summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorJérémy Zurcher <jeremy@asynk.ch>2022-03-08 12:09:05 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2022-03-08 12:09:05 +0100
commit51753b20cbf02d652704e9f1b33bd54181567d40 (patch)
tree0dfdb9d2438b3db764d78046499e3808e0ddb7f1
parentad4e67d08daaec912da1b1aa53789ad2c529ce77 (diff)
downloadasynk-rules-51753b20cbf02d652704e9f1b33bd54181567d40.zip
asynk-rules-51753b20cbf02d652704e9f1b33bd54181567d40.tar.gz
EAA : @Asc, @Desc, rephrase retreated
-rw-r--r--EnemyActionArdennes/EAA-cards.lou40
-rw-r--r--EnemyActionArdennes/EAA-cards.pdfbin19297 -> 19494 bytes
2 files changed, 21 insertions, 19 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou
index 55a9a27..dc54aff 100644
--- a/EnemyActionArdennes/EAA-cards.lou
+++ b/EnemyActionArdennes/EAA-cards.lou
@@ -56,6 +56,8 @@ def @Atk { {rgb .82 .32 .1} @Colour @CurveBox margin {1p} black @Colour A }
def @Def { {rgb .16 .65 .35} @Colour @CurveBox margin {1p} black @Colour D }
def @Bracked { @B{[}{unit}@B{]} }
def @City { @I City{@Char slash}@I Town}
+def @Asc {@Ding a76 @Sym numbersign}
+def @Desc {@Ding a77 @Sym numbersign}
def @Roadblocks { @VCard {
@Title {@GS @B Roadblocks}
@@ -108,7 +110,7 @@ def @Reserve { @VCard {
/.3v
@BulletList
@ListItem{@B never in @German @City, @B never in danger of @I Surround}
- @ListItem{@B @Underline {Method A} @Day 16+ @I Reserve then @Day 18+ @I OutOfContact
+ @ListItem{@B @Underline {Method A} @Day 16+ @Asc @I Reserve then @Day 18+ @Asc @I OutOfContact
@BulletList
@ListItem{within the @I corps boundaries}
@ListItem{empty @I Position, in @I Supply were it occupied}
@@ -119,7 +121,7 @@ def @Reserve { @VCard {
#@ListItem{@B or deployment fixes @I OutOfCommunication}
@RawEndList}
@RawEndList /.4v}
- @ListItem{@B @Underline {Method B} @Day 18+ @I Reserve
+ @ListItem{@B @Underline {Method B} @Day 18+ @Asc @I Reserve
@BulletList
@ListItem{@B first with @B{same division} unit, in @I Supply, in @I Communication}
@ListItem{@B then within the @I corps boundaries
@@ -139,7 +141,7 @@ def @Reserve { @VCard {
@ListItem{not @I Dispersed, not @I Isolated in @I Communication and either is:
@BulletList
@ListItem{not @I Proximate and it's removal would not create a @B GAP}
- @ListItem{not @I Surrounded, lowest @Char numbersign in a @B 5+ steps or @B 8+ points stack}
+ @ListItem{not @I Surrounded, @B lowest @Char numbersign in a @B 5+ steps or @B 8+ points stack}
@RawEndList}
@RawEndList}
@EndList
@@ -230,7 +232,7 @@ def @CombatTacticsGS { @VCard {
@ListItem{@A @Def @B {Bug Out}
@BulletList
@ListItem{@Day 16-18 odds are @Sym greaterequal 3:1 and @I HoldCheck fail : /.2v retreat @B 2 hexes, not @I Dispersed, @Atk may advance}
- @ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position}
+ @ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move @B highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position}
@RawEndList}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
@@ -245,9 +247,9 @@ def @CombatTacticsGS { @VCard {
@ListItem{@G @Atk @B {Press the Attack} : @Sym emptyset effects}
@ListItem{@B {Reinforce Battle} : @B 1 stack that did not attack or move in the current @I Activation may move and participate in the combat
@BulletList # FIXME @I Roadblocks & Bridges
- @ListItem{@Allied : stack with lowest {@Char numbersign}, preserve @B Line, protect @B VP}
+ @ListItem{@Allied : stack with @B lowest {@Char numbersign}, preserve @B Line, protect @B VP}
@ListItem{@German @Def : reinforcing strength @Sym lessequal defending}
- #@ListItem{@B @Allied : select the stack with lowest numbered units, preserving line and protecting VP hexes takes priority}
+ #@ListItem{@B @Allied : select the stack with @B lowest numbered units, preserving line and protecting VP hexes takes priority}
@RawEndList}
@ListItem{@A @Def @B Screen : max @I {Combat Chit} @B-2}
@EndList
@@ -286,10 +288,10 @@ def @CombatChits { @VCard {
@ListItem{@German @Def : @B 1 @I CombatTactic ... @B VDH @Atk @Char slash @Def : @Sym emptyset}
@ListItem{@Allied : draw @B {1 card} for @I CombatTactic if @Atk or unless :
@BulletList
- @ListItem{@Def if card's @B{formation matches} any defending unit @B and /.2v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround
+ @ListItem{@Def if card's @B{formation matches} any defending unit @B and /.2v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround :
@BulletList
@ListItem{add an @B {undetected defender} that @B matches the formation}
- @ListItem{take it from @I Reserve @Sym arrowdblright @I OutOfContact @Sym arrowdblright lowest @Char numbersign}
+ @ListItem{take it from @Asc @I Reserve @Sym arrowdblright @Asc @I OutOfContact}
@RawEndList}
@RawEndList}
@ListItem{@B min @I {Combat Chit} : @Char numbersign @Def @B steps}
@@ -315,14 +317,14 @@ def @CombatResolution { @VCard {
@Title {@GS Combat Resolution}
@BulletList
@ListItem{@B evenly distribute step loss between units and hexes}
- @ListItem{@Allied @B{step loss priority} : highest @Sym numbersign multi-step @Sym arrowdblright single-step}
+ @ListItem{@Allied @B{step loss priority} : @Desc multi-step @Sym arrowdblright @Desc single-step}
@ListItem{@B {Allied @Def} (2 hexes retreat @Sym arrowdblright @I Dispersed) :
@BulletList
@ListItem{if it has retreated @B {2 hexes} : apply remaining hits as @B {step loss}}
@ListItem{if @B hits @Sym greaterequal @B steps or step loss implies @B no @B ZOC : @B {retreat 1 hex}}
#@ListItem{if remaining @B hits @Sym greaterequal remaining @B steps : @B {retreat 1 hex}}
#@ListItem{if losing @B{1 step} implies losing @B ZOC : @B {retreat 1 hex}}
- @ListItem{@I HoldCheck : @B retreat or @B {step loss} on @Sym lessequal @B HV + @Def @B steps :
+ @ListItem{@I HoldCheck : @B {step loss} on @Sym lessequal @B HV + @Def @B steps (or @B retreat):
@BulletList
@ListItem{-3 if @Def @I Surrounded or @I OutOfCommunication}
@ListItem{+2 if @Def have already @B {retreated 1 hex}}
@@ -336,7 +338,7 @@ def @CombatResolution { @VCard {
@ListItem{up to @B {2 more hits} may be absorbed by becoming @I Dispersed}
@RawEndList}
@ListItem{@B German @Def : may retreat @B {1 hex{@Sym slash}hit}, max 2 hexes + @I Dispersed}
- @ListItem{@B {Allied @Atk} (apply step loss to @B {most steps stack} first) :
+ @ListItem{@B {Allied @Atk} (step loss priority : @B {most steps stack}) :
@BulletList
@ListItem{1 @Sup st hit : @B {1 @Sup st step loss}}
@ListItem{2 @Sup nd hit : @B {2 @Sup nd step loss} if @Sym greaterequal @B 4 steps or @I Dispersed}
@@ -374,12 +376,8 @@ def @CombatRetreat { @VCard {
@ListItem{@AlliedGS @B{tie breaker} : @City @Sym arrowdblright closest to @Ding a174 @Sym arrowdblright westernmost}
@ListItem{@GermanGS @Day 16-19 : across army boundary as a @B {last resort}}
@ListItem{@GermanGS : check @I Roadblocks and @Day 17+ @I Bridges /.3v}
- #@ListItem{if @Def retreats or is eliminated, units that would have previously retreated in the combat hex are eliminated}
- @ListItem{if the retreat ends @B {with friendly} units that are then attacked :
- @BulletList
- @ListItem{the previously retreating units do @B {not count} in that combat}
- @ListItem{and they are @B eliminated if the @Def retreat or are eliminated}
- @RawEndList}
+ @ListItem{if the @B retreat ended with @B {friendly units} that are @B attacked in the @B {same activation},
+ these retreating units do @B {not count} in that combat and are @B eliminated if the @Def retreat or are eliminated}
@EndList
} }
@@ -395,10 +393,14 @@ def @CombatAdvance { @VCard {
@RawEndList}
@ListItem{@B {only 1} @Atk may cross a @I Bridge into an enemy @I ZOC}
@ListItem{@B {only 1} @Atk may cross a unbridged @I River, only if attacked through or following the path of retreat, @B {must stop} after}
+ @EndList
+ @BulletList
@ListItem{@GermanGS @Day 16-19 : may @B not advance across army boundary}
- @ListItem{@AlliedGS @Atk advance :
+ @EndList
+ @BulletList
+ @ListItem{@AlliedGS @Atk advance (@Asc):
@BulletList
- @ListItem{check units one at a time in @B ascending order}
+ #@ListItem{check units one at a time in @B ascending order}
@ListItem{do @B not check a lone @Bracked, treat stacked @Bracked as @B 1}
@ListItem{do @B not advance in danger of @I Surround unless into @B HV hex} # @Sym greaterequal @B 1}
@ListItem{preserve the @B Line unless if advancing into @B VP hex}
diff --git a/EnemyActionArdennes/EAA-cards.pdf b/EnemyActionArdennes/EAA-cards.pdf
index 267b316..21b1b08 100644
--- a/EnemyActionArdennes/EAA-cards.pdf
+++ b/EnemyActionArdennes/EAA-cards.pdf
Binary files differ