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authorJérémy Zurcher <jeremy@asynk.ch>2020-12-07 22:23:25 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2020-12-07 22:23:25 +0100
commitae4c228444431867dc181c0648d35007f23534d2 (patch)
treef2473cb9c10a7a49f5c012e978936eaf42350dcc
parent294e4e7311f4fadc753a969027736a5d18f3c811 (diff)
downloadasynk-rules-ae4c228444431867dc181c0648d35007f23534d2.zip
asynk-rules-ae4c228444431867dc181c0648d35007f23534d2.tar.gz
DDay : improve german actions
-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou16
-rw-r--r--DDayAtOmahaBeach/german_actions.lou6
2 files changed, 13 insertions, 9 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 68e8e86..3e9f909 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -160,10 +160,16 @@ On Placing Units in @I {Beach Landing Boxes}
@LP
@Include{ german_actions.lou}
@LP @LP
+Unoccupied positions conduct action regardless of whether the color symbol is single or double.
+@LP
@BulletList
-@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.}
+@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.
+ @BulletList
+ @ListItem{A 2 hexes WN is only re-occupied if both hexes are empty, place re-occupying units in both hexes.}
+ @RawEndList
+}
@ListItem{@PPurple RE-SUPPLY : add a @Depth marker if in communication (even if @Depth is required by the action).}
-@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, with target, in communication.
+@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with target.
@BulletList
@ListItem{priorities : @B VP @Sym arrowright lowest ID @Sym arrowright more US strength.}
@ListItem{A German unit in a @B VP @I position only redeploy to another @B VP @I position.}
@@ -185,6 +191,7 @@ On Placing Units in @I {Beach Landing Boxes}
@RawEndList
}
@ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire, as prevously described.}
+@ListItem{@PPurple AMBUSH : 1 unit of any type with @B matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.}
@ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are occupied, chose A7).
@BulletList
@ListItem{@B advance if the @I {advance arrow} points toward an empty (or garrisoned) position and either:
@@ -208,11 +215,10 @@ On Placing Units in @I {Beach Landing Boxes}
}
@RawEndList
}
-@ListItem{@PPurple AMBUSH : 1 unit of any type with matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.}
@EndList
@Place
-x{right-xsize+.2c}
-y{foot+ysize+.8c}
+x{right-xsize}
+y{foot+ysize+1c}
{
@IncludeGraphic "imgs/advance.eps"
}
diff --git a/DDayAtOmahaBeach/german_actions.lou b/DDayAtOmahaBeach/german_actions.lou
index 1a6dabd..4bf6734 100644
--- a/DDayAtOmahaBeach/german_actions.lou
+++ b/DDayAtOmahaBeach/german_actions.lou
@@ -16,11 +16,9 @@
A { Occupied } B { Unoccupied } C { Occupied } D { Unoccupied }
@Row
format { @VSpan | @Cell paint { @Lightgrey } @B A | @Cell @B B | @Cell @B C | @Cell paint { @Lightgrey } @B D | @Cell @B E | @Cell @B F }
- A { US target } B { No Targets } C { In Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } }
+ A { US target } B { No Targets } C { In @LP Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } }
#@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction }
-@Rowa A { @IncludeGraphic "imgs/f.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction }
-@Rowa A { @IncludeGraphic "imgs/mech.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction }
-@Rowa A { @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction }
+@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction }
@Rowa A { @IncludeGraphic "imgs/r.eps" } B { @Fire } C { @NoAction } D { @Action{RE-OCCUPY} } E { @Action{RE-SUPPLY} @LLP and @Fire } F { @Action{REDEPLOY} } G { @Action{REINFORCE} }
@Rowa A { @IncludeGraphic "imgs/m.eps" } B { @Fire } C { @Action{MORTAR} } D { @NoAction } E { @Fire } F { @Action{MORTAR} } G { @NoAction }
@Rowa A { @IncludeGraphic "imgs/p.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Action{PATROL} } F { @Action{PATROL} } G { @NoAction }