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author | Jérémy Zurcher <jeremy@asynk.ch> | 2022-03-06 12:34:47 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2022-03-06 12:34:47 +0100 |
commit | b3b3ce0a4f925c304f9b52ac09c5e7813af0a5a7 (patch) | |
tree | 87156970f03e97d87224b611b73435b90a721a1a /EnemyActionArdennes/EAA-cards.lou | |
parent | 14999cd0512da5caac24219121585a99d5dec8e1 (diff) | |
download | asynk-rules-b3b3ce0a4f925c304f9b52ac09c5e7813af0a5a7.zip asynk-rules-b3b3ce0a4f925c304f9b52ac09c5e7813af0a5a7.tar.gz |
EAA : add Combat Resolution, Retreat, Advance
Diffstat (limited to 'EnemyActionArdennes/EAA-cards.lou')
-rw-r--r-- | EnemyActionArdennes/EAA-cards.lou | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou index 2c9ca80..da0dbdb 100644 --- a/EnemyActionArdennes/EAA-cards.lou +++ b/EnemyActionArdennes/EAA-cards.lou @@ -311,6 +311,116 @@ def @CombatChits { @VCard { @EndList } } +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{@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 : + @BulletList + @ListItem{-3 if @Def @I Surrounded or @I OutOfCommunication} + @ListItem{+2 if @Def have already @B {retreated 1 hex}} + @ListItem{+2 if all @Atk are accross a @I River and @Def has not yet retreated} + @ListItem{+4 if all @B retreat routes require a @B {step loss}} + @RawEndList} + @RawEndList} + @ListItem{@B {German @Atk} : + @BulletList + @ListItem{1 @Sup st hit : @B {step loss}} + @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) : + @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} +# @ListItem{2 @Sup nd hit : @I Dispersed if @Sym less @B 4 steps or @B {2 @Sup nd step loss}} + @ListItem{3 @Sup rd hit : @I Dispersed} + @ListItem{4{@Sup th}+ hit : @B {2 @Sup nd step loss} or @B ignore} + @RawEndList} + @EndList +} } + +def @CombatRetreat { @VCard { + @Title {@GS @VS Combat Retreat} + /.3v + @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} + @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}} + @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} + @EndList +} } + +def @CombatAdvance { @VCard { + @Title {@GS Combat Advance} + /.3v + @BulletList + @ListItem{@Atk may advance into the @B vacated combat hex @B ignoring @I ZOC} + @ListItem{if @Def retreated 2 hexes or is eliminated (leaves no path) : + @BulletList + @ListItem{@Atk @I mechanized may @B follow the @B {path of retreat} or split off /.2v + but @B {not} from @I ZOC to @I ZOC or @I {River{@Sym slash}Forest} w{@Sym slash}o @I{Bridge{@Sym slash}Road}} + @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} + @ListItem{@GermanGS @Day 16-19 : may @B not advance across army boundary} + @ListItem{@AlliedGS @Atk advance : + @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{preserve the @B Line unless if advancing into @B VP hex} + @ListItem{only check the @B highest chance of advance @LLP + @Tbl + rule {yes} + indent {ctr} + aformat {@Cell i {right} A | @Cell B | @Cell C | @Cell D} + bformat {@Cell rule {no} @B A | @Cell @B B | @Cell @B C | @Cell @B D} + cformat {@Cell rule {no} A | @StartHSpan @Cell rule {no} @B B | @HSpan | @HSpan} + { + @Rowc B{@Sym numbersign already advanced} + @Rowb A{Route of Advance} B{0} C{1} D{2+} + @Rowa A{Primary or @B VP} B{Advance} C{1-7} D{@Sym emptyset} + @Rowa A{Secondary or @City} B{1-8} C{1-4} D{@Sym emptyset} + @Rowa A{other} B{1-3} C{@Sym emptyset} D{@Sym emptyset} + } + } + @RawEndList} + @EndList +} } + def @NextCard { @VCard { @Title {@GS Title} /.3v @@ -339,6 +449,9 @@ def @NextCard { @VCard { @Display @CombatTacticsGS @Display @CombatTacticsVS @Display @CombatChits +@Display @CombatResolution +@Display @CombatRetreat +@Display @CombatAdvance @Display @NextCard @End @Text |