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authorJérémy Zurcher <jeremy@asynk.ch>2024-03-20 16:29:20 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2024-03-20 16:29:43 +0100
commitedbd4a763fcae95e6ac3461e0279e6086a4b1c6d (patch)
treef954acd81765c29f4c3eb9eaed2a918ec5ebe3b3 /LastHundredYards/tables/assault_reactions.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
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diff --git a/LastHundredYards/tables/assault_reactions.lou b/LastHundredYards/tables/assault_reactions.lou
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+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@AssaultReactions} format { @Cell 16p @Font @B A } A{Reactions to Assault @Sym slash Feint 10p @Font 10.5.3}
+ @Row format { @Cell A } A{ //
+ @RawDashList
+ @ListItem{@B cannot @I Assault or @I Overrun a hex marked with an @I{Assault Arrow}}
+ @ListItem{@I{Towed Gun} may @B not react}
+ @ListItem{any unit that does not react is marked as having conducted an @I Action}
+ @ListItem{units under @I Assault @Reff 10.5.3.2 :
+ @BulletList
+ @ListItem{a @I vehicle may @I Maneuver}
+ @ListItem{a @I{non-vehicular} unit may attempt to @I Recover or @I Withdraw}
+ @ListItem{a unit may also @I Request an @I MFA and{@Sym slash}or @I Illumination}
+ @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes}
+ @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any}
+ @RawEndList}
+ @ListItem{units in the @I Assault hex (@I Nationality hex) @Reff 10.5.3.1 :
+ @BulletList
+ @ListItem{a @I vehicle may @I Maneuver}
+ @ListItem{@I Recovery is not allowed}
+ @ListItem{a @I leader may request an @I MFA on its hex (@I Cohesion check) @Reff 11.4.4.2}
+ @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes /.3v @B{only if} the attacker has @B no @I infantry @B{and without} @I{Proximity Fire}}
+ @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any}
+ @RawEndList}
+ @ListItem{Feint @Reff 10.5.3.1 :
+ @BulletList
+ @ListItem{mandatory if in a @I{Primary Impact Hex}}
+ @ListItem{vehicles may stay put or @I Reverse}
+ @ListItem{non-@I vehicular may stay put on a roll @Sym lessequal best @I Cohesion or @I Withdraw}
+ @RawEndList}
+ @EndList
+ }
+}}