summaryrefslogtreecommitdiffstats
path: root/DDayAtOmahaBeach/DDayOmaha.lou
diff options
context:
space:
mode:
authorJérémy Zurcher <jeremy@asynk.ch>2021-09-03 12:38:39 +0200
committerJérémy Zurcher <jeremy@asynk.ch>2021-09-03 20:07:46 +0200
commit04e02d9a9497fa87f745a8f88056187d51ca4af3 (patch)
treee768bbce2d7779e9986fb681ce81391ae482cb00 /DDayAtOmahaBeach/DDayOmaha.lou
parentdd0c6037bab4b53da1c2167d051fb93a2a98a18b (diff)
downloadasynk-rules-04e02d9a9497fa87f745a8f88056187d51ca4af3.zip
asynk-rules-04e02d9a9497fa87f745a8f88056187d51ca4af3.tar.gz
DDay : major update
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou285
1 files changed, 149 insertions, 136 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 3c164c7..21b5084 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -25,11 +25,13 @@ def @Steps { @PRed {-2 steps} }
def @Step { @PRed {-1 step} }
def @Disrupt { @POrange Disrupt}
def @Disrupted { @POrange Disrupted}
-def @Nondisrupted { @POrange Non-disrupted}
+def @Undisrupted { @POrange Undisrupted}
def @Disruptedif { {rgb 1 .6 0} @Colour Disrupted}
def @Turns right x { @PBlue {+x turns} }
def @Turn right x { @PBlue {+x turn} }
def @Depth { @Blue @Colour Depth }
+def @Beach { @I beach }
+def @Fof{ @I {field of fire} }
def @Left right x { {rgb .11 .5 .29} @Colour {+x left}}
def @Rightt right x { {rgb .4 .6 0} @Colour {+x right}}
@@ -40,6 +42,13 @@ def @Action right x { { @Purple } @Colour { x } }
def @Ext { {rgb .96 .14 .34}@Colour EXT }
+def @Intense { @IncludeGraphic "imgs/intense.eps" }
+def @Steady { @IncludeGraphic "imgs/steady.eps" }
+def @Sporadic { @IncludeGraphic "imgs/sporadic.eps" }
+#def @Intense { @I intense }
+#def @Steady { @I steady }
+#def @Sporadic { @I sporadic }
+
@Document
//
@Text @Begin
@@ -53,20 +62,20 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT }
@Section @Title {US Amphibious Operations} @Begin
-#@ListItem{A unit that drifts out of the @I {Beach Landing Boxes}, or during @I{high tide} to a @I {Beach Landing Box} that does not point toward a @I beach hex,
+#@ListItem{A unit that drifts out of the @I {Beach Landing Boxes}, or during @I{high tide} to a @I {Beach Landing Box} that does not point toward a @Beach hex,
#is placed @Pblue {2 turns} after the current.}
@BulletList
colgap { 1.0c }
@ListItem{A unit is delayed and placed @B @Turns 2 after the current if it either:
@BulletList
@ListItem{drifts out of the @I {Beach Landing Boxes}.}
- @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @I beach hex.}
+ @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @Beach hex.} # rules only says is delayed
@RawEndList
}
@ListItem{HQs and Generals
@BulletList
@ListItem{do not check for landing hazard.}
- @ListItem{if stacked with a unit, may drift or be delayed with it.}
+ @ListItem{if stacked with a unit, may drift with it.} # or be delayed with it.}
@RawEndList
}
@EndList
@@ -75,20 +84,23 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT }
#@LP @LP @LP
On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes}
@BulletList
-@ListItem{@B {Turn 7+} : that lands on a @I beach hex with @I {Uncleared Beach Obstacles}.}
-@ListItem{@B {Turn 16+} : that pass through a @I beach hex with @I {Uncleared Beach Obstacles}.}
+@ListItem{
+@RawBulletList
+@ListItem{@B {Turn [7-15]} : that lands on a @Beach hex with @I {Uncleared Beach Obstacles}.}
+@ListItem{@B {Turn [16-22]} : that pass through a @Beach hex with @I {Uncleared Beach Obstacles}.}
@ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.}
+@RawEndList}
+@ListItem{Remove @PRed {1 step} from a unit of your choice within the affected @I {Beach Landing Boxes}.}
+@ListItem{If the only available unit is an HQ, delay it for @B @Turns {2}, Generals are not affected.}
@EndList
-@LP
-within the possible targets, remove @PRed {1 step} from a unit, if none, delay an HQ (not General) for @B @Turns {2}. # FIXME : improve this sentence.
@LP @LP
On Placing Units in @I {Beach Landing Boxes}
@BulletList
@ListItem{@B {Max 2 units} per @I {Beach Landing Boxes} (HQs and Generals do not count).}
@ListItem{A General may not be placed alone if there are units scheduled to arrive with him.}
@ListItem{Only @I rangers may be placed in @I {Charlie Beach Landing Boxes} (CH).}
-@ListItem{@B {Turn 7+} units may be voluntarily delayed (place them on another turn).}
-@ListItem{@B {Turn 11+} a unit that has been delayed may be placed in any @I {Beach Landing Box}.}
+@ListItem{@B {Turn 7+} : units may be voluntarily delayed (place them on another turn).}
+@ListItem{@B {Turn 11+} : a unit that has been delayed may be placed in any @I {Beach Landing Box}.}
@EndList
@End @Section
@@ -96,29 +108,18 @@ On Placing Units in @I {Beach Landing Boxes}
@Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @NewPage { no } @Begin
-#@BeginSubSections
@BulletList
-@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.}
-@ListItem{Us units on high ground control adjacent hexes on @I beach, @I pavillon or @I draw hexes, the opposite is not true.}
+@ListItem{Us units (not Generals) control their hex, Infantry with 2+ steps @Sym ampersand tanks also control their 6 adjacent hexes.}
+@ListItem{Us units on high ground control adjacent hexes on @Beach, @I pavillon or @I draw hexes, the opposite is not true.}
@ListItem{A German unit is in @PBlue Communication if it can trace a path to any exit hex (A-G).}
-@ListItem{The path is blocked by US controlled hexes, rough, @I beach or @I pavillon adjacent to the beach.}
-@ListItem{An occupied @I Reinforcement position may trace a path through one adjacent US controlled @I bocage hex.}
+@ListItem{The path is blocked by US controlled hexes, rough, @Beach or @I pavillon adjacent to the @Beach.}
+@ListItem{An occupied @I Reinforcement position may trace a path through 1 adjacent US controlled @I bocage hex.}
@ListItem{German communication is established at the beginning of the German Fire phase.}
@EndList
-#@SubSection @Title {On adding Depth marker to a German unit} @Begin
@BulletList
-#@ListItem{A german unit must be in communication in order to receive a @Depth marker.}
@ListItem{A @Depth marker can be received by any German unit, in communication and without @Depth marker.}
@ListItem{Choose the German unit @B closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.}
-#@ListItem{If 2+ units are equidistant : 1 hex WN position @Sym arrowright 2 hexes WN position @Sym arrowright @I Reinforcement position.}
-#@ListItem{If 2+ units are equidistant choose the unit:
-# @BulletList
-# @ListItem{in a 1 hex WN position.}
-# @ListItem{in a 2 hexes WN position.}
-# @ListItem{in a @I Reinforcement position.}
-# @RawEndList
-#}
@ListItem{If there is choices within the above : lowest ID (no ID @Sym arrowright 0) @Sym arrowright lowest letter.}
@ListItem{Draw the @Depth marker from the appropriate pool:
@BulletList
@@ -128,42 +129,43 @@ On Placing Units in @I {Beach Landing Boxes}
@RawEndList
}
@EndList
-#@End @SubSection
-#@SubSection @Title {On adding Reinforcement} @Begin
+
@BulletList
-@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in communication:
+@ListItem{@PBlue @I Reinforcement triggered by event are:
@BulletList
- @ListItem{adjacent to a US unit @Sym arrowright lowest numbered position.}
- @ListItem{within 2 hexes of a US unit @Sym arrowright lowest numbered position.}
- @ListItem{with the lowest number.}
+ @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 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
+}
+@ListItem{@PBlue @I Reinforcement triggered by a WN @Depth marker are:
+ @BulletList
+ @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.}
+ @ListItem{Placed faced down in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright lowest number.}
@RawEndList
}
-#@ListItem{@I Reinforcement are taken from the @I {Tactical Reinforcement Pool} and placed without a @Depth marker.}
-#@ListItem{When @I {Tactical Reinforcement Pool} is empty, pick from @I {Division Reinforcement} with a @Depth marker.}
-@ListItem{Draw units from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.}
-@ListItem{When triggered by a play @B event, @PBlue @I Reinforcement cannot be placed on a position without an ID.}
-@ListItem{When triggered by a WN @Depth marker, choose the nearest @PBlue @I Reinforcement position even without a number.}
- # closest to US -> lowest number
- # only Tactical reinforcement, if empty -> none
@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.}
@EndList
-#@End @SubSection
-
-#@EndSubSections
@End @Section
################################################################################
-@Section @Title {German Actions @Ext} @NewPage { yes } @Begin
+@Section @Title {German Actions @Ext} @NewPage { no } @Begin
@LP
@Include{ german_actions.lou}
@LP @LP
Unoccupied positions conduct action regardless of whether the color symbol is single or double.
+@Place
+x{right-xsize}
+y{foot+ysize+0c}
+{
+ @IncludeGraphic "imgs/advance.eps"
+}
@LP
@BulletList
-@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.
+@ListItem{@PPurple RE-OCCUPY : face up 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
@@ -176,15 +178,16 @@ Unoccupied positions conduct action regardless of whether the color symbol is si
@ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.}
@RawEndList
}
-@ListItem{@PPurple REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @IncludeGraphic "imgs/intense.eps" or @IncludeGraphic "imgs/steady.eps" field of fire.}
+@ListItem{@PPurple REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @Intense or @Steady @Fof.}
@ListItem{@PPurple MORTAR : US units (most steps) with matching @B {sym}bol, lose @Step, up to 2 units if @Depth.
@BulletList
@ListItem{mortar range is 3 hexes from a @I {Reinforcement position}.}
@ListItem{mortar range is 2 hexes from a @I {WN position} towards @I draw and high ground hexes.}
- @ListItem{mortar range is 5 hexes from a @I {WN position} towards @I beach and adjacent @I pavillon hexes.}
+ @ListItem{mortar range is 5 hexes from a @I {WN position} towards @Beach and adjacent @I pavillon hexes.}
+ @ListItem{Treat all hexes in range as if in the position's steady @Fof.}
@RawEndList
}
-@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @I intense and @I steady field of fire.
+@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @Intense and @Steady @Fof.
@BulletList
@ListItem{if none, place a @Disrupted marker on 1 unit within 3 hexes, closests @Sym arrowright @B {sym}bol @Sym arrowright attack strength.}
@ListItem{HQs and and Generals are not @Disrupted.}
@@ -196,7 +199,7 @@ Unoccupied positions conduct action regardless of whether the color symbol is si
@BulletList
@ListItem{@B advance if the @I {advance arrow} points toward an empty (or garrisoned) position and either:
@BulletList
- @ListItem{there is no US units in the field of fire.}
+ @ListItem{there is no US units in the @Fof.}
@ListItem{the german unit has a @Depth marker and is @I unrevealed.}
@ListItem{the german unit has a @Depth marker and is @I revealed and is from the 352 @Sup {th}.}
@RawEndList
@@ -204,7 +207,7 @@ Unoccupied positions conduct action regardless of whether the color symbol is si
@ListItem{If the route of advance is not empty:
@BulletList
@ListItem{@Disrupt tanks and infantry with @B matching @B {sym}bol only and all other types of US units.}
- @ListItem{if ( @Sym summation of the strength of @Nondisrupted units (x2 buildings, @I bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.}
+ @ListItem{if ( @Sym summation of the strength of @Undisrupted units (x2 buildings, @I bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.}
@ListItem{otherwise, 1 unit lose @Step , move any unit in the destination 1 hex out of the route of advance.}
@RawEndList
}
@@ -216,58 +219,60 @@ Unoccupied positions conduct action regardless of whether the color symbol is si
@RawEndList
}
@EndList
-@Place
-x{right-xsize}
-y{foot+ysize+1c}
-{
- @IncludeGraphic "imgs/advance.eps"
-}
@End @Section
################################################################################
-@Section @Title {German Fire} @NewPage { yes } @Begin
+@Section @Title {German Fire} @NewPage { no } @Begin
@BulletList
-@ListItem{@I Disrupted units may not fire.}
-@ListItem{On double symbol, at least 1 unit in the positions must have a @I Depth marker.}
-@ListItem{@I {@Sym numbersign Possible hits} : @Sym numbersign @I Depth markers + @Sym numbersign German units (with or without @I Depth marker) @Ext x2.}
+@ListItem{WN positions in 2 hexes are considered 1 position.}
+@ListItem{@Disrupted units may not fire and do not contribute to the possible hits count.}
+@ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign @Depth markers + @Sym numbersign German units, @Ext : x2.}
+@ListItem{@I {Double symbol} : at least 1 unit in the position must have a @Depth marker.}
@ListItem{@I {Armor hit bonus} : Armor are considered as @PBlue Non-armored units.}
-#@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @IncludeGraphic intense.eps or @IncludeGraphic steady.eps field of fire may be hit.}
-@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals may be hit, not @I Disrupted.}
-@ListItem{@I {Concentrated target} : 5+ steps stacked together are considered to have matching @B{sym}bol.}
-@ListItem{@I {Target priority} within field of fire : closest to the firing position @Sym arrowright most steps @Sym arrowright player choice.}
+@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @Intense or @Steady @Fof may be hit, not @Disrupted.}
+@ListItem{@I {Concentrated target} : @B 5+ steps stacked together are considered to have matching @B{sym}bol.}
+@ListItem{@I {Target priority} (closer to the firing position @Sym arrowright most steps @Sym arrowright player choice within the following):
+ @BulletList
+ @ListItem{Intense fire hexes @Intense}
+ @ListItem{Steady fire hexes @Steady}
+ @ListItem{Sporadic fire hexes @Sporadic}
+ @RawEndList
+}
@EndList
#@LP
#@Include { german_fire.lou }
#@LP @LP
@BulletList
-@ListItem{US units lose @Step @B {max}, hit them before @I Leaders (regardless of the field of fire type).}
-@ListItem{@Ext : the above limit changes to : @Step @B max by position firing at the US unit.}
-@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @I beach landing.}
-@ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.}
+@ListItem{US units lose @Step @B {max}, @Ext : @Step @B max by 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.}
@ListItem{A Hero can be flipped to @I Inspired to prevent the loss of the @B {last step} of the unit he is with.}
+@ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.}
@EndList
@BulletList
-@ListItem{Remove @Disrupted markers from color matching german units.}
+@ListItem{When a @I Non-ranger infantry units loses its second step it is placed in the catastrophic loss box.}
+@ListItem{Remove @Disrupted markers from any german units whose color appears on the fire card.}
@EndList
@End @Section
################################################################################
-@Section @Title {German Artillery} @NewPage { no } @Begin
+@Section @Title {German Artillery } @NewPage { no } @Begin
@BulletList
-@ListItem{Count @Nondisrupted caliber matching Artillery in @B Sector's WN positions and Artillery Box.}
-@ListItem{A unit with the matching @B {sym}bol will lose @Step.}
-@ListItem{@I {Target priority} (most steps within the above):
+@ListItem{@B {Turn 4+} : count @Undisrupted caliber matching Artillery in Sector's @B{WN positions} and @B {Artillery Box}.}
+@ListItem{If @Sym greaterequal German Artillery value, a unit with the matching us target @B {sym}bol will lose @Step.}
+@ListItem{@I {Target priority} (most steps within the following):
@BulletList
- @ListItem{An infantry unit in a @I {Landing Box}.}
- @ListItem{A non-infantry unit in a @I beach hex.}
- @ListItem{A non-infantry unit in a @I {Landing Box}.}
- @ListItem{An infantry unit in a @I beach hex.}
+ @ListItem{An infantry unit in a @I {Beah Landing Box}.}
+ @ListItem{A non-infantry unit in a @Beach hex.}
+ @ListItem{A non-infantry unit in a @I {Beach Landing Box}.}
+ @ListItem{An infantry unit in a @Beach hex.}
@RawEndList
}
+@ListItem{A unit in the @B {Artillery Box} is innactivated if all it's observer positions listed are in your control.}
@EndList
@End @Section
@@ -275,39 +280,41 @@ y{foot+ysize+1c}
@Section @Title {US Actions} @NewPage { no } @Begin
@BulletList
-@ListItem{Each unit can conduct at most @B 1 action per turn.}
-@ListItem{You may conduct @B 2 (@Ext 3) actions per @B Sector with units or stacks of units.}
-@ListItem{And conduct @B free actions with :
+@ListItem{You may conduct @B 2 (@Ext 3) actions per @B Sector, at most @B 1 action per unit.}
+@ListItem{2 units stacked together may conduct the exact same action at the cost of 1.}
+#@ListItem{Each unit can conduct at most @B 1 action per turn. Stacked units may conduct the same action at the cost of 1.}
+@ListItem{In addition to the above, you may conduct @B free actions with :
@BulletList
- @ListItem{@I ranger infantry units.}
- @ListItem{Units with a @I Hero or @I Inspired marker.}
+ @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{@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}.}
- # @ListItem{Units with a @I Climb or @I {Climb Cliff} marker may continue their action.}
+ @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).}
@RawEndList}
-@ListItem{@I Disrupted units remove their @I Disrupted marker for @B free as their only possible action.}
-@ListItem{@B Stacking limit is @B {2 units} per hex, HGs and Generals do not count.}
+@ListItem{@B Stacking limit is @B {2 units} per hex, HQs and Generals do not count.}
@ListItem{At the end of the US Action Phase, you must eliminate units until the limit is met.}
@ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.}
@EndList
@BeginSubSections
-@SubSection @Title {US Move} @NewPage { yes } @Begin
+@SubSection @Title {US Move} @NewPage { no } @Begin
@BulletList
-@ListItem{Infantry move for @B free from a @I beach hex towards the protecting end of the beach (not Sheer Cliffs).}
-#@ListItem{Infantry move for @B free from a beach hex to an adjacent beach hex closer to a protective hexside.}
+#@ListItem{Infantry move for @B free from a @Beach hex towards the protecting end of the @Beach (not Sheer Cliffs).}
+#@ListItem{Infantry move for @B free from a @Beach hex to an adjacent @Beach hex closer to a protective hexside.}
#@EndList
#@LP
#@Include { us_move.lou}
#@LP @LP
#@BulletList
@ListItem{@Ext : HQs and Generals move 2 hexes.}
-@ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @I intense field of fire.}
-@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @I intense and @I steady field of fire.}
+@ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @Intense @Fof.}
+@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @Intense and @Steady @Fof.} # @Undisrupted
@ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.}
+@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and move across the @I Bluff.}
@ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.}
-@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and cross.}
@ListItem{Units with a @PBlue {climb cliff} marker may conduct 1 of the following @B free actions:
@BulletList
@ListItem{cross the @I {Scaleable Cliff} hexside and flip the marker to @PBlue climb side.}
@@ -317,13 +324,13 @@ y{foot+ysize+1c}
@ListItem{Units with a @PBlue climb marker remove it as their only possible @B free action.}
@EndList
@BulletList
-@ListItem{@I Infiltration from an hex @B adjacent to and in the field of fire of a @Nondisrupted position, to a similar hex.
+@ListItem{@I Infiltration from an hex @B adjacent to and in the @Fof of a @Undisrupted position, to a similar hex.
@BulletList
- @ListItem{Draw 1 card, respect @I Depth marker condition, but not @I {Concentrated target} after the move.}
- @ListItem{Lose @Step on matching @B color and @B{sym}bol.}
- @ListItem{On step loss, may complete the move or stay in the starting hex.}
+ @ListItem{Draw @B 1 card, lose 1 @Step on matching @B{sym}bol, @B color and strictly matching symbols and @Depth count.}
+ @ListItem{@I {Concentrated target} is not considered even if the move puts 5+ steps in the destination hex.}
+ @ListItem{On step loss, you may complete the move or stay in the starting hex.}
@ListItem{HQ and Generals may not attempt to infiltrated on their own.}
- @ListItem{Draw 2 cards if infiltrating past 2 German positions.}
+ @ListItem{If Infiltrating past 2 German positions, lose @Step on matching @B{sym}bol and either position @B color.}
@RawEndList
}
@EndList
@@ -332,33 +339,36 @@ y{foot+ysize+1c}
@SubSection @Title {US Attack} @NewPage { no } @Begin
@BulletList
@ListItem{A German hex can't be barraged and attacked or attacked twice in the same phase.}
-@ListItem{Each unit participating to the attack must conduct an action.}
-@ListItem{An attack must at least include 1 infantry or @I ranger infantry unit adjacent to the target.}
+@ListItem{Ranged fire to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.}
+@ListItem{Each unit participating to the attack must conduct an action (exact same action for stacked units).}
+@ListItem{An attack must include at least 1 infantry or @I ranger infantry unit adjacent to the target.}
@ListItem{@B Infantry and @B {heavy infantry} units @I {in range} of the target hex may support the attack.}
-@ListItem{@B {Heavy infantry} may support an adjacent infantry across a @PBlue bluff or @PBlue cliff hexside.}
-# 8.12 ??
-#@ListItem{@B {Heavy infantry} may attack across a bluff or cliff hexside if another infantry unit is attacking from an adjacent hex through an allowed hexside.}
+@ListItem{@B {Heavy infantry} may support an attacking infantry across a @PBlue bluff or @PBlue cliff hexside.}
@ListItem{@B Tank, @B {anti-tank} and @B {anti-aircraft} units in range may support the attack if either:
@BulletList
@ListItem{it is adjacent to the target hex.}
- @ListItem{it is adjactent to attacking infantry at any range.}
+ @ListItem{it is adjactent to an attacking infantry at any range.} # https://boardgamegeek.com/thread/1340946/article/36400529#36400529
@ListItem{it is in command of any HQ or General.}
- @ListItem{at least 1 attacking infantry unis is in commad of any HQ or General.}
+ @ListItem{at least 1 attacking infantry unis is in commad of any HQ or General.} # https://boardgamegeek.com/thread/2026309/article/29552476#29552476
@RawEndList
}
-#@ListItem{An Artillery in range but not adjacent to the target can support if it is:
@ListItem{An @B Artillery may support the attack if it is:
@BulletList
@ListItem{in range but not adjacent to the target.}
- @ListItem{in command of an HQ that is also in command of attacking infantry at any range.}
- @ListItem{not in the field of fire of the attacked hex, unless it is @I armored.}
+ @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.}
@RawEndList
}
-@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.}
-@ListItem{@I {@B FL Flanking} : requires attacking from two hexes that are adjacent to the target but not to each other.}
-@ListItem{@I {@B FL Flanking} : if the unit and @I Depth marker require it, the attack must be conducted from 3+ hexes.}
+@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) @B or a @B +1 to the attack, @B {not cumulative}.}
+@ListItem{@I {@B FL Flanking} : requires attacking from 2 hexes that are adjacent to the target but not to each other.}
+@ListItem{@I {@B FL Flanking} : if the unit and @Depth marker require it, the attack must be conducted from 3+ hexes.}
@ListItem{@I {@B RD Radio} : an infantry in command of an HQ, attacking from an adjacent hex is considered having a radio.}
-@ListItem{A @B {Naval fire}, may support if 1 attacking infantry at any range has a radio or is in command of an HQ.}
+@ListItem{A @B {Naval fire}, may support if at least 1 attacking infantry has a radio or is in command of an HQ.
+ @BulletList
+ @ListItem{it will provide a @B +9 to the attack.}
+ @ListItem{or the @B NA, @B AR and @B DE weapons.}
+ @RawEndList
+}
@EndList
#@LP
#@Include{ german_defense.lou }
@@ -369,11 +379,11 @@ y{foot+ysize+1c}
@ListItem{HQs and Generals are not affected by the results of an attack.}
@ListItem{German defensive benefits from the least advantageous hexside.}
@ListItem{A US unit can attack from the top of a bluff, treat it as an attack across a slope hexside.}
-#@ListItem{In communication units of the 352 @Sup th (Grey{@Char slash}Brown) @I withdraw in @I {Division Reinforcement Box} instead of being @Eliminated.}
-@ListItem{@Defeated : 352 @Sup th units (Grey{@Char slash}Brown) in communication @I withdraw in @I {Division Reinforcement Box}.}
+@ListItem{In communication 352 @Sup th units (Grey{@Char slash}Brown) when @Defeated @I withdraw in @I {Division Reinforcement Box}.}
+#@ListItem{@Defeated 352 @Sup th units (Grey{@Char slash}Brown) if in communication @I withdraw in @I {Division Reinforcement Box}.}
@EndList
@PP
-#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target.
+#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. FIXME
@End @SubSection
@@ -384,11 +394,11 @@ y{foot+ysize+1c}
@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 field of fire of the poisition.}
- @ListItem{an @Nondisrupted infantry is in the field of fire.}
+ @ListItem{it is in the @Fof of the poisition.}
+ @ListItem{or an @Undisrupted infantry is and either the tank or the infantry is in command of an HQ or a General.}
@RawEndList
}
-@ListItem{In the later case, the @B tank or the infantry must be in command of an HQ or a General.}
+#@ListItem{In the later case, the @B tank or the infantry must be in command of an HQ or a General.}
@EndList
#@LP
#@Include { us_barrage.lou }
@@ -399,15 +409,16 @@ y{foot+ysize+1c}
#@ListItem{A German hex can't be barraged and attacked in the same phase.}
#@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 above conditions are met :
+#@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 :
@BulletList
- @ListItem{if not armored, it can't be in a field of fire.}
@ListItem{it is in command of an HQ or a CP.}
- @ListItem{it is in the field of fire of the target or an @Nondisrupted infantry in command of the same HQ or CP is.}
+ #@ListItem{if not armored, it can't be in a @Fof.}
+ @ListItem{it is not in a @Fof unless armored.}
+ @ListItem{it is in the @Fof of the target or an @Undisrupted infantry in command of the same HQ or CP is.}
+ @ListItem{barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.}
@RawEndList
}
-@ListItem{In the later case, the @B artillery or the infantry must be in command of an HQ or a General.}
@EndList
@End @SubSection
@@ -416,11 +427,11 @@ y{foot+ysize+1c}
@ListItem{A German hex can't be barraged and attacked in the same phase.}
@ListItem{Any German hex except @I {Unrevealed Reinforcement} positions can be barraged if both:
@BulletList
- @ListItem{an @Nondisrupted infantry unit is in the field of fire of the targeted German hex.}
+ @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.}
@RawEndList
}
-@ListItem{For @B free, place a @I Disrupted marker on the target and remove Depth marker if any.}
+@ListItem{For @B free, place a @Disrupted marker on the target and remove @Depth marker if any.}
@EndList
@End @SubSection
@@ -432,25 +443,26 @@ y{foot+ysize+1c}
@Section @Title {US Engineers} @NewPage { no } @Begin
@BulletList
-@ListItem{Clear @I {Beach Obstacles} that are not in the fiels of fire of an activated German position.
+@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 24+: all obstacles are considered cleared.}
+ @ListItem{Turn 24+ : all obstacles are considered cleared.}
@RawEndList
}
@EndList
@BulletList
-@ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division,
-only if not in the field of fire of an @I occupied or in communication German position.}
-#@ListItem{Establish 1 base per Sector, in a beach hex not in field of fire of an @I occupied or in communication position.}
-@ListItem{Engineer base under German @B artillery may not @B advance or provide @B{Traffic management}.
+@ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division.}
+@ListItem{It must be in a @Beach hex not in the @Fof of an @I occupied or in communication German position.}
+#@ListItem{Establish 1 base per Sector, in a @Beach hex not in @Fof of an @I occupied or in communication position.}
+@ListItem{A base may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.}
+@ListItem{The following benefits are in force within an @B {Engineer Base}'s range of operations:
@BulletList
- @ListItem{@B Garrison each @I unoccupied position, not in the field of fire of a German unit
+ @ListItem{@B Garrison each @I unoccupied position, not in the @Fof of a German unit
@LLP can not be targeted by mortar fire or artillery, do not impede German advance.}
@ListItem{@B {Shingle lanes} : @I Shingle exsides do not impede movement of any units.}
@ListItem{@B {Road clearing} : obstruction on the @I pavillon and in @I draws are considered cleared.}
- @ListItem{@B {Traffic management} : units move for froo if they begin their move in a @I beach or @I pavillon or @I draw hex.}
+ @ListItem{@B {Traffic management} : units move for free if they begin their move in a @Beach or @I pavillon or @I draw hex.}
@RawEndList
}
@EndList
@@ -462,12 +474,13 @@ only if not in the field of fire of an @I occupied or in communication German po
@Section @Title {US Command Posts @Ext} @NewPage { no } @Begin
@BulletList
-@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the field of fire of an @I occupied or in @I communication German position.}
-@ListItem{A @B {Command Post} not in the field of fire of an @I occupied position, may @B advance and @B provides it it's range:
+@ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can establish a @B {Command Post}.}
+#@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the @Fof of an @I occupied or in @I communication German position.}
+@ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides it it's range:
@BulletList
- @ListItem{free actions.}
- @ListItem{radio.}
- @ListItem{tank and artillery ranged fire coordination.}
+ @ListItem{Free actions.}
+ @ListItem{@B RD Radios.}
+ @ListItem{Tank and artillery ranged fire coordination.}
@RawEndList
}
@ListItem{Command range cannot extend through German units.}
@@ -479,7 +492,7 @@ only if not in the field of fire of an @I occupied or in communication German po
################################################################################
-@Section @Title {Tables} @NewPage { yes } @Begin
+@Section @Title {Tables} @NewPage { no } @Begin
@LLP
@BeginSubSections
@SubSection @Title {US Units} @Begin
@@ -513,7 +526,7 @@ only if not in the field of fire of an @I occupied or in communication German po
@SubSection @Title {US barrage} @Begin
@LLP
@Include{ us_barrage.lou }
-@LLP @LLP @LLP
+@LLP @LLP #@LLP
@End @SubSection
@SubSection @Title {US Weapons} @Begin
@LLP