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author | Jérémy Zurcher <jeremy@asynk.ch> | 2022-03-08 12:09:05 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2022-03-08 12:09:05 +0100 |
commit | 51753b20cbf02d652704e9f1b33bd54181567d40 (patch) | |
tree | 0dfdb9d2438b3db764d78046499e3808e0ddb7f1 /EnemyActionArdennes/EAA-cards.lou | |
parent | ad4e67d08daaec912da1b1aa53789ad2c529ce77 (diff) | |
download | asynk-rules-51753b20cbf02d652704e9f1b33bd54181567d40.zip asynk-rules-51753b20cbf02d652704e9f1b33bd54181567d40.tar.gz |
EAA : @Asc, @Desc, rephrase retreated
Diffstat (limited to 'EnemyActionArdennes/EAA-cards.lou')
-rw-r--r-- | EnemyActionArdennes/EAA-cards.lou | 40 |
1 files changed, 21 insertions, 19 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou index 55a9a27..dc54aff 100644 --- a/EnemyActionArdennes/EAA-cards.lou +++ b/EnemyActionArdennes/EAA-cards.lou @@ -56,6 +56,8 @@ def @Atk { {rgb .82 .32 .1} @Colour @CurveBox margin {1p} black @Colour A } def @Def { {rgb .16 .65 .35} @Colour @CurveBox margin {1p} black @Colour D } def @Bracked { @B{[}{unit}@B{]} } def @City { @I City{@Char slash}@I Town} +def @Asc {@Ding a76 @Sym numbersign} +def @Desc {@Ding a77 @Sym numbersign} def @Roadblocks { @VCard { @Title {@GS @B Roadblocks} @@ -108,7 +110,7 @@ def @Reserve { @VCard { /.3v @BulletList @ListItem{@B never in @German @City, @B never in danger of @I Surround} - @ListItem{@B @Underline {Method A} @Day 16+ @I Reserve then @Day 18+ @I OutOfContact + @ListItem{@B @Underline {Method A} @Day 16+ @Asc @I Reserve then @Day 18+ @Asc @I OutOfContact @BulletList @ListItem{within the @I corps boundaries} @ListItem{empty @I Position, in @I Supply were it occupied} @@ -119,7 +121,7 @@ def @Reserve { @VCard { #@ListItem{@B or deployment fixes @I OutOfCommunication} @RawEndList} @RawEndList /.4v} - @ListItem{@B @Underline {Method B} @Day 18+ @I Reserve + @ListItem{@B @Underline {Method B} @Day 18+ @Asc @I Reserve @BulletList @ListItem{@B first with @B{same division} unit, in @I Supply, in @I Communication} @ListItem{@B then within the @I corps boundaries @@ -139,7 +141,7 @@ def @Reserve { @VCard { @ListItem{not @I Dispersed, not @I Isolated in @I Communication and either is: @BulletList @ListItem{not @I Proximate and it's removal would not create a @B GAP} - @ListItem{not @I Surrounded, lowest @Char numbersign in a @B 5+ steps or @B 8+ points stack} + @ListItem{not @I Surrounded, @B lowest @Char numbersign in a @B 5+ steps or @B 8+ points stack} @RawEndList} @RawEndList} @EndList @@ -230,7 +232,7 @@ def @CombatTacticsGS { @VCard { @ListItem{@A @Def @B {Bug Out} @BulletList @ListItem{@Day 16-18 odds are @Sym greaterequal 3:1 and @I HoldCheck fail : /.2v retreat @B 2 hexes, not @I Dispersed, @Atk may advance} - @ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position} + @ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move @B highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position} @RawEndList} @ListItem{@B {Combat Engineers} @Sym slash @B Engineers : @BulletList @@ -245,9 +247,9 @@ def @CombatTacticsGS { @VCard { @ListItem{@G @Atk @B {Press the Attack} : @Sym emptyset effects} @ListItem{@B {Reinforce Battle} : @B 1 stack that did not attack or move in the current @I Activation may move and participate in the combat @BulletList # FIXME @I Roadblocks & Bridges - @ListItem{@Allied : stack with lowest {@Char numbersign}, preserve @B Line, protect @B VP} + @ListItem{@Allied : stack with @B lowest {@Char numbersign}, preserve @B Line, protect @B VP} @ListItem{@German @Def : reinforcing strength @Sym lessequal defending} - #@ListItem{@B @Allied : select the stack with lowest numbered units, preserving line and protecting VP hexes takes priority} + #@ListItem{@B @Allied : select the stack with @B lowest numbered units, preserving line and protecting VP hexes takes priority} @RawEndList} @ListItem{@A @Def @B Screen : max @I {Combat Chit} @B-2} @EndList @@ -286,10 +288,10 @@ def @CombatChits { @VCard { @ListItem{@German @Def : @B 1 @I CombatTactic ... @B VDH @Atk @Char slash @Def : @Sym emptyset} @ListItem{@Allied : draw @B {1 card} for @I CombatTactic if @Atk or unless : @BulletList - @ListItem{@Def if card's @B{formation matches} any defending unit @B and /.2v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround + @ListItem{@Def if card's @B{formation matches} any defending unit @B and /.2v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround : @BulletList @ListItem{add an @B {undetected defender} that @B matches the formation} - @ListItem{take it from @I Reserve @Sym arrowdblright @I OutOfContact @Sym arrowdblright lowest @Char numbersign} + @ListItem{take it from @Asc @I Reserve @Sym arrowdblright @Asc @I OutOfContact} @RawEndList} @RawEndList} @ListItem{@B min @I {Combat Chit} : @Char numbersign @Def @B steps} @@ -315,14 +317,14 @@ def @CombatResolution { @VCard { @Title {@GS Combat Resolution} @BulletList @ListItem{@B evenly distribute step loss between units and hexes} - @ListItem{@Allied @B{step loss priority} : highest @Sym numbersign multi-step @Sym arrowdblright single-step} + @ListItem{@Allied @B{step loss priority} : @Desc multi-step @Sym arrowdblright @Desc single-step} @ListItem{@B {Allied @Def} (2 hexes retreat @Sym arrowdblright @I Dispersed) : @BulletList @ListItem{if it has retreated @B {2 hexes} : apply remaining hits as @B {step loss}} @ListItem{if @B hits @Sym greaterequal @B steps or step loss implies @B no @B ZOC : @B {retreat 1 hex}} #@ListItem{if remaining @B hits @Sym greaterequal remaining @B steps : @B {retreat 1 hex}} #@ListItem{if losing @B{1 step} implies losing @B ZOC : @B {retreat 1 hex}} - @ListItem{@I HoldCheck : @B retreat or @B {step loss} on @Sym lessequal @B HV + @Def @B steps : + @ListItem{@I HoldCheck : @B {step loss} on @Sym lessequal @B HV + @Def @B steps (or @B retreat): @BulletList @ListItem{-3 if @Def @I Surrounded or @I OutOfCommunication} @ListItem{+2 if @Def have already @B {retreated 1 hex}} @@ -336,7 +338,7 @@ def @CombatResolution { @VCard { @ListItem{up to @B {2 more hits} may be absorbed by becoming @I Dispersed} @RawEndList} @ListItem{@B German @Def : may retreat @B {1 hex{@Sym slash}hit}, max 2 hexes + @I Dispersed} - @ListItem{@B {Allied @Atk} (apply step loss to @B {most steps stack} first) : + @ListItem{@B {Allied @Atk} (step loss priority : @B {most steps stack}) : @BulletList @ListItem{1 @Sup st hit : @B {1 @Sup st step loss}} @ListItem{2 @Sup nd hit : @B {2 @Sup nd step loss} if @Sym greaterequal @B 4 steps or @I Dispersed} @@ -374,12 +376,8 @@ def @CombatRetreat { @VCard { @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}} @ListItem{@GermanGS : check @I Roadblocks and @Day 17+ @I Bridges /.3v} - #@ListItem{if @Def retreats or is eliminated, units that would have previously retreated in the combat hex are eliminated} - @ListItem{if the retreat ends @B {with friendly} units that are then attacked : - @BulletList - @ListItem{the previously retreating units do @B {not count} in that combat} - @ListItem{and they are @B eliminated if the @Def retreat or are eliminated} - @RawEndList} + @ListItem{if the @B retreat ended with @B {friendly units} that are @B attacked in the @B {same activation}, + these retreating units do @B {not count} in that combat and are @B eliminated if the @Def retreat or are eliminated} @EndList } } @@ -395,10 +393,14 @@ def @CombatAdvance { @VCard { @RawEndList} @ListItem{@B {only 1} @Atk may cross a @I Bridge into an enemy @I ZOC} @ListItem{@B {only 1} @Atk may cross a unbridged @I River, only if attacked through or following the path of retreat, @B {must stop} after} + @EndList + @BulletList @ListItem{@GermanGS @Day 16-19 : may @B not advance across army boundary} - @ListItem{@AlliedGS @Atk advance : + @EndList + @BulletList + @ListItem{@AlliedGS @Atk advance (@Asc): @BulletList - @ListItem{check units one at a time in @B ascending order} + #@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{preserve the @B Line unless if advancing into @B VP hex} |