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authorJérémy Zurcher <jeremy@asynk.ch>2020-11-30 20:51:06 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2020-11-30 20:51:06 +0100
commita65528e38eafd1057fd45215d08c76fac2888ff0 (patch)
treef7cb6df44765fe603bc9b96fc1276afbc7c18ff0 /DDayAtOmahaBeach/DDayOmaha.lou
parent96ca8ac27378f4414e623da32e01698ad3d0db82 (diff)
downloadasynk-rules-a65528e38eafd1057fd45215d08c76fac2888ff0.zip
asynk-rules-a65528e38eafd1057fd45215d08c76fac2888ff0.tar.gz
DDay : improve German Reinforcement
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou17
1 files changed, 11 insertions, 6 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index d1f28b0..88c43bd 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -99,10 +99,12 @@ On Placing Units in @I {Beach Landing Boxes}
#@BeginSubSections
@LP
@BulletList
-@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, beach or pavillon adjacent to the beach.}
@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.}
-@ListItem{An occupied @I Reinforcement position may trace through one adjacent US controlled Bocage hex.}
+@ListItem{Us units on high ground control adjacent hexes on @I 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{German communication is established at the beginning of the German Fire phase.}
@EndList
#@SubSection @Title {On adding Depth marker to a German unit} @Begin
@@ -118,7 +120,7 @@ On Placing Units in @I {Beach Landing Boxes}
# @ListItem{in a @I Reinforcement position.}
# @RawEndList
#}
-@ListItem{If there is choices within the above : lowest ID @Sym arrowright lowest letter.}
+@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
@ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.}
@@ -130,7 +132,7 @@ On Placing Units in @I {Beach Landing Boxes}
#@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 command:
+@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in communication:
@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.}
@@ -140,7 +142,10 @@ On Placing Units in @I {Beach Landing Boxes}
#@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 WN @Depth, choose the nearest @PBlue @I Reinforcement position even without a number.}
+@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