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author | Jérémy Zurcher <jeremy@asynk.ch> | 2020-11-30 20:51:06 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2020-11-30 20:51:06 +0100 |
commit | a65528e38eafd1057fd45215d08c76fac2888ff0 (patch) | |
tree | f7cb6df44765fe603bc9b96fc1276afbc7c18ff0 /DDayAtOmahaBeach | |
parent | 96ca8ac27378f4414e623da32e01698ad3d0db82 (diff) | |
download | asynk-rules-a65528e38eafd1057fd45215d08c76fac2888ff0.zip asynk-rules-a65528e38eafd1057fd45215d08c76fac2888ff0.tar.gz |
DDay : improve German Reinforcement
Diffstat (limited to 'DDayAtOmahaBeach')
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 17 |
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 |