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authorJérémy Zurcher <jeremy@asynk.ch>2021-11-03 21:21:41 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2021-11-03 21:21:41 +0100
commit76dda64b1bdc1115bb4bd9b36fe983ec15b0f9d6 (patch)
tree1714261431a762db378db733c95c056040b4ec6c
parente23bc04f3c7d9b2ea1493373fb05a26748486457 (diff)
downloadasynk-rules-76dda64b1bdc1115bb4bd9b36fe983ec15b0f9d6.zip
asynk-rules-76dda64b1bdc1115bb4bd9b36fe983ec15b0f9d6.tar.gz
DDay : small fixes
-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou30
-rw-r--r--DDayAtOmahaBeach/us_amphibious.lou3
-rw-r--r--DDayAtOmahaBeach/us_weapons.lou2
3 files changed, 18 insertions, 17 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 09abce0..1a14dbf 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -131,10 +131,10 @@ On Placing Units in @I {Beach Landing Boxes}
@EndList
@BulletList
-@ListItem{@PBlue @I Reinforcement triggered by event are:
+@ListItem{@PBlue @I Reinforcement triggered by event card draw are:
@BulletList
@ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.}
- @ListItem{Placed faced down in an empty, numbered in communication @PBlue @I Reinforcement position.}
+ @ListItem{Placed faced down in an empty, @B numbered in communication @PBlue @I Reinforcement position.}
@ListItem{Placed in the lowest number, adjacent to a US unit US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.}
@RawEndList
}
@@ -246,7 +246,7 @@ y{foot+ysize+0.3c}
#@Include { german_fire.lou }
#@LP @LP
@BulletList
-@ListItem{US units lose @Step @B {max}, @Ext : @Step @B max by position firing at the US unit.}
+@ListItem{US units lose @Step @B {max} per phase, @Ext : @Step @B max per position firing at the US unit.}
@ListItem{Attempt to hit as many US units as possible, @I leaders are hit last.}
@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @Beach landing.}
@ListItem{Hit Heroes and Generals are flipped on first hit, Generals are killed on the second hit.}
@@ -289,7 +289,7 @@ y{foot+ysize+0.3c}
@ListItem{@I Ranger infantry units.}
@ListItem{A unit with a @I Hero or @I Inspired marker assigned to it (may not be transfered to another unit).}
@ListItem{Units with a @PBlue Climb or @PBlue {Climb Cliff} marker (may continue their move as their only possible action).}
- @ListItem{A Infantry unit moving from a @Beach hex to another one closer to a protecting hexside (not Sheer Cliffs).}
+ @ListItem{An Infantry unit moving from a @Beach hex to another one closer to a protecting hexside (not Sheer Cliffs).}
@ListItem{@Disrupted units (remove their @Disrupted marker as their only possible action).}
@ListItem{HQs and Generals.}
@ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).}
@@ -356,8 +356,8 @@ y{foot+ysize+0.3c}
@ListItem{An @B Artillery may support the attack if it is:
@BulletList
@ListItem{in range but not adjacent to the target.}
- @ListItem{and in command of an HQ (not General) that is also in command of an attacking infantry at any range.} # https://boardgamegeek.com/thread/2468931/article/35380374#35380374
- @ListItem{and not in the @Fof of an @Undisrupted german unit, unless it is @I armored.}
+ @ListItem{@B and in command of an HQ (not General) that is also in command of an attacking infantry at any range.} # https://boardgamegeek.com/thread/2468931/article/35380374#35380374
+ @ListItem{@B and not in the @Fof of an @Undisrupted german unit, unless it is @I armored.}
@RawEndList
}
@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) @B or a @B +1 to the attack, @B {not cumulative}.}
@@ -395,7 +395,7 @@ y{foot+ysize+0.3c}
@ListItem{@I {Unrevealed Reinforcement} position can't be barraged.}
@ListItem{A @B tank in range but not adjacent to a German hex can barrage it if either:
@BulletList
- @ListItem{it is in the @Fof of the poisition.}
+ @ListItem{it is in the @Fof of the position.}
@ListItem{or an @Undisrupted infantry is and either the tank or the infantry is in command of an HQ or a General.}
@RawEndList
}
@@ -411,7 +411,7 @@ y{foot+ysize+0.3c}
#@ListItem{Many @B artillery can separatly barrage the same German hex.}
#@ListItem{@I {Unrevealed Reinforcement} position can't be barraged.}
#@ListItem{An @B Artillery in range but not adjacent to a German hex can barrage it if all the following conditions are met :
-@ListItem{An @B Artillery can barrage as a @B tank can if all the following conditions are met :
+@ListItem{An @B Artillery can barrage under the same conditions as a @B tank, if @B all the following conditions are met :
@BulletList
@ListItem{it is in command of an HQ or a CP.}
#@ListItem{if not armored, it can't be in a @Fof.}
@@ -429,7 +429,7 @@ y{foot+ysize+0.3c}
@ListItem{Any German hex except @I {Unrevealed Reinforcement} positions can be barraged if both:
@BulletList
@ListItem{an @Undisrupted infantry unit is in the @Fof of the targeted German hex.}
- @ListItem{it has a radio or it's in command of an HQ.}
+ @ListItem{@B and it has a radio or it's in command of an HQ.}
@RawEndList
}
@ListItem{For @B free, place a @Disrupted marker on the target and remove @Depth marker if any.}
@@ -446,8 +446,8 @@ y{foot+ysize+0.3c}
@BulletList
@ListItem{Clear @I {Beach Obstacles} that are not in the @Fof of an @Undisrupted and activated German position.
@BulletList
- @ListItem{Turn 2-6 : clear at most @B 2 hexes.}
- @ListItem{Turn 7-15 : clear at most @B 1 hex.}
+ @ListItem{Turn 2-6 : clear at most @B 2 hexes per sector.}
+ @ListItem{Turn 7-15 : clear at most @B 1 hex per sector.}
@ListItem{Turn 24+ : all obstacles are considered cleared.}
@RawEndList
}
@@ -514,9 +514,9 @@ y{foot+ysize+0.3c}
@LLP
@Include{ us_move.lou }
@End @SubSection
-@SubSection @Title {US attack} @NewPage { yes } @Begin
+@SubSection @Title {US barrage} @NewPage { yes } @Begin
@LLP
-@Include{ us_attack.lou }
+@Include{ us_barrage.lou }
@LLP @LLP @LLP
@End @SubSection
@SubSection @Title {German Defense} @Begin
@@ -524,9 +524,9 @@ y{foot+ysize+0.3c}
@Include{ german_defense.lou }
@LLP @LLP @LLP
@End @SubSection
-@SubSection @Title {US barrage} @Begin
+@SubSection @Title {US attack} @Begin
@LLP
-@Include{ us_barrage.lou }
+@Include{ us_attack.lou }
@LLP @LLP #@LLP
@End @SubSection
@SubSection @Title {US Weapons} @Begin
diff --git a/DDayAtOmahaBeach/us_amphibious.lou b/DDayAtOmahaBeach/us_amphibious.lou
index 60783c5..e1ce811 100644
--- a/DDayAtOmahaBeach/us_amphibious.lou
+++ b/DDayAtOmahaBeach/us_amphibious.lou
@@ -34,7 +34,8 @@
@Rowa A { Turn 4-14 } B { A } C { B } D { C } E { D }
#@Rowb A { INF }
@Rowb A { @IncludeGraphic "imgs/infantry.eps" }
- B { @I {Rangers !CR{@Sym slash}2} @LLP @I may @Left {[1-4]} }
+ B { clines @Break{@Sym emptyset
+@I Rangers @Left {[0-4]} } }
C { @Left 1 }
D { @Left 4 }
E { @Rightt 1 }
diff --git a/DDayAtOmahaBeach/us_weapons.lou b/DDayAtOmahaBeach/us_weapons.lou
index 9d56c07..7c32bb7 100644
--- a/DDayAtOmahaBeach/us_weapons.lou
+++ b/DDayAtOmahaBeach/us_weapons.lou
@@ -20,7 +20,7 @@
@B RD - Radio
@B FL - @I Flanking
} }
-@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from adj } C { @B @Sym arrowdblup + MG }
+@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from adj } C { @I {Infantry above} + MG }
@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from dist or @LP across bluff{@Sym slash}cliff hexside } C { BR - BZ - MG - MO - RD }
@Rowc A { @IncludeGraphic "imgs/tank.eps" } B { Tank } C { @I {1-5 hex :} AR - BZ @LLP @I {1-3 hex :} BR - MG }
@Rowc A { @IncludeGraphic "imgs/aa.eps" @IncludeGraphic "imgs/mech_aa.eps" } B { Anti-Aircraft } C { BR - MG }