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authorJérémy Zurcher <jeremy@asynk.ch>2022-03-08 12:18:30 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2022-03-08 12:18:30 +0100
commit4afd044610183641cbb3b58936361e9c3136a993 (patch)
tree7eaa4c55f4cbae93bc31e2bbce913e752f7b1023 /EnemyActionArdennes/EAA-cards.lou
parent51753b20cbf02d652704e9f1b33bd54181567d40 (diff)
downloadasynk-rules-4afd044610183641cbb3b58936361e9c3136a993.zip
asynk-rules-4afd044610183641cbb3b58936361e9c3136a993.tar.gz
EAA : cleanup
Diffstat (limited to 'EnemyActionArdennes/EAA-cards.lou')
-rw-r--r--EnemyActionArdennes/EAA-cards.lou11
1 files changed, 2 insertions, 9 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou
index dc54aff..ef997cd 100644
--- a/EnemyActionArdennes/EAA-cards.lou
+++ b/EnemyActionArdennes/EAA-cards.lou
@@ -226,7 +226,6 @@ def @CombatTacticsGS { @VCard {
@Title {@GS Combat Tactics}
/.3v
@BulletList
- #gap {0.3v}
@ListItem{@B Airpower @Sym slash @B Artillery : linked to @I {Combat Chit}}
@ListItem{@B @Atk @B {Assault Coordination} : inactive adjacent stacks may attack}
@ListItem{@A @Def @B {Bug Out}
@@ -355,23 +354,18 @@ def @CombatRetreat { @VCard {
@BulletList
@ListItem{@Def units retreat @B together and end in the @B {same hex}, /.3v
except to @B {avoid overstacking} at the @B end of the retreat}
-# @ListItem{@AlliedGS @B may split at the @B end of the retreat to respect stacking,
-# /.3v may @B temporarily overstack @B {but next hit is} taken as a @B retreat /.3v}
@ListItem{@AlliedGS may break @B stacking but @B {next hit} is taken as a @B retreat /.3v}
@ListItem{@I Dispersed units and @I Isolated @I infantry may only retreat @B {1 hex}}
@ListItem{@B VDH, @I OutOfFuel and @I Dispersed @I mechanized do @B not retreat /.3v}
@ListItem{@B {never retreat} into enemy @City (@Allied : empty westwall)}
@ListItem{a 2 hex retreat ends @I Dispersed @B {2 hexes away} /.3v}
- #@ListItem{@B {retreat priority} : @B not in enemy @I ZOC
@ListItem{take a @B lesser priority route to @B {avoid elminitation}}
- @ListItem{@B {retreat priority} : @B not in enemy @I ZOC #@B {avoid elimination}
+ @ListItem{@B {retreat priority} : @B not in enemy @I ZOC
@BulletList
- #@ListItem{@B not in enemy @I ZOC}
@ListItem{@B or occupied by @B @Allied unit @B in @I Supply}
@ListItem{@B or empty @B in @Allied @I Supply @Sym arrowdblright @B{1 step loss}}
@ListItem{@B or occupied{@Sym slash}empty not in @Allied @I Supply @Sym arrowdblright @B{1 step loss}}
@RawEndList}
- #@ListItem{take a @B lesser priority route to @B {avoid elminitation}}
@ListItem{@B only via @I {River{@Sym slash}Forest} w{@Sym slash}o @I{Bridge{@Sym slash}Road} as a @B {last resort}/.3v}
@ListItem{@AlliedGS @B{tie breaker} : @City @Sym arrowdblright closest to @Ding a174 @Sym arrowdblright westernmost}
@ListItem{@GermanGS @Day 16-19 : across army boundary as a @B {last resort}}
@@ -400,9 +394,8 @@ def @CombatAdvance { @VCard {
@BulletList
@ListItem{@AlliedGS @Atk advance (@Asc):
@BulletList
- #@ListItem{check units one at a time in @B ascending order}
@ListItem{do @B not check a lone @Bracked, treat stacked @Bracked as @B 1}
- @ListItem{do @B not advance in danger of @I Surround unless into @B HV hex} # @Sym greaterequal @B 1}
+ @ListItem{do @B not advance in danger of @I Surround unless into @B HV hex}
@ListItem{preserve the @B Line unless if advancing into @B VP hex}
@ListItem{only check the @B highest chance of advance @LLP
@Tbl