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author | Jérémy Zurcher <jeremy@asynk.ch> | 2024-03-20 16:29:20 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2024-03-20 16:29:43 +0100 |
commit | edbd4a763fcae95e6ac3461e0279e6086a4b1c6d (patch) | |
tree | f954acd81765c29f4c3eb9eaed2a918ec5ebe3b3 /LastHundredYards/tables/recovery.lou | |
parent | 68de7f95d645d950ea993dac160822fd1ce1511e (diff) | |
download | asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz |
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/recovery.lou')
-rw-r--r-- | LastHundredYards/tables/recovery.lou | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/LastHundredYards/tables/recovery.lou b/LastHundredYards/tables/recovery.lou new file mode 100644 index 0000000..72a2ca8 --- /dev/null +++ b/LastHundredYards/tables/recovery.lou @@ -0,0 +1,93 @@ +black @Colour @CurveBox margin {.1c} black @Colour { +@Tbl + #rule {yes} + margin {.1c} + aformat { @StartHSpan @Cell A | @HSpan } +{ + @Row paint {@Recovery} format { @StartHSpan @Cell 16p @Font @B A | @HSpan } A{Recovery 10p @Font 12.1} +# @Row format { @StartHSpan @Cell A | @HSpan } A{ +# @I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2 +# } + @Row format { @StartHSpan @Cell A | @HSpan } A{ // + @RawBulletList + @ListItem{@I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2} + @ListItem{@I Regrouping units may @B only @I Fire ({red @Colour -1}), @I Recover or @I Withdraw @Reff 1.3.6} + @EndList + } + #@Rowa A {@Underline{Disruption @Sym slash Regrouping}} + @Rowa A{ + || @Tbl + rule {yes} + cformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C } + aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C } + bformat { @Cell ruleleft {no} i{ctr} @B A | @StartHSpan @Cell B | @HSpan } + { + @Rowc paint {@Odd} ruleabove {no} B{Disrupted unit} C{Regrouping hex} + @Rowa paint {@Even} A{Recover} B{@Sym lessequal @I Cohesion} C{} + @Rowa paint {@Odd} A{Rally} B{@Sym lessequal 1} C{@Sym lessequal best @I combat unit @I Cohesion /.3v (or non-vehicular, @B no @I Heroism)} + @Rowb paint {@Even} A{Heroic} B{@B if roll 10 @B and is an infantry @B and enemy within 5 hexes} + #/.3v @I Disrupted @Sym arrowright @I Recover, @I Regrouping @Sym ampersand @I leader @Sym arrowright @I Rally} + } + } + @Rowa A{ + @Tbl + indent {left} + rule {yes} + aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C } + { + @Rowa paint {@Even} ruleabove {no} A{red @Colour -1} B{Elite} C{@I Disrupted or is @I Regrouping best unit} + @Rowa paint {@Odd} A{red @Colour -1} B{Leader} C{1 @I Disrupted unit or 1 @I Regrouping hex} + @Rowa paint {@Even} A{+1} B{Suppressed} + @Rowa paint {@Odd} A{+1} B{@Japanese or @Russian} C{@I Regrouping} + } + } + @Rowa A{ + // @RawBulletList + @ListItem{@B rallied units may conduct an additional @I Action} + @ListItem{an @B Heroic unit has a @I Cohesion of @B 8 @Sym ampersand a @I Maneuver of @B 3 hexes @Reff 12.6 + @BulletList + @ListItem{suffers a @I Casualty instead of @I Disrupting} + @ListItem{@I Disrupted units in the same hex @I Recover} + @ListItem{@I Regrouping units @Sym ampersand @I leader that assisted in the same hex @I Rally} + @ListItem{@B unless it is in an @I Assault hex, it selects the closest (@I LOS) target + @BulletList + @ListItem{@B immediatly moves towards it, @B assault within @B 3 hexes} + @ListItem{@B if the closest target is assaulting, the @I Hero reinforce the assault} + @RawEndList} + @RawEndList} + @RawEndList + } + #@Row format { @Cell @Underline A | @StartVSpan @Cell B } A {Schock} + @Row format { @Cell A | @Cell B } A { + || @Tbl + indent {left} + rule {yes} + aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B } + { + @Row format {@StartHSpan @Cell rule {no} @Underline A | @HSpan } A{Shock Recovery} + @Rowa paint {@Even} ruleabove {no} A{1} B{Rally} + @Rowa paint {@Odd} A{2-4} B{Recover} + @Rowa paint {@Even} A{5-7} B{-} + @Rowa paint {@Odd} A{8-10} B{Knocked Out} + } + } + B { + @BulletList +# FIXME 12.6.2 Restrictions stays in assaulted hex, closest is assaulting enemy, reiforce friends +# @ListItem{an @B heroic unit targets the closest enemy +# @BulletList +# indent { .2c } +# @ListItem{@B must @I Maneuver towards it} +# @ListItem{@B and assault it when within 3 hexes} +# @RawEndList} +# @ListItem{@B has a @I Cohesion of 8, a @I Maneuver of 3 hexes} +# @ListItem{suffers a @I Casualty instead of @I Disrupting} + @ListItem{@I Heroic marker is @B lost @Reff 12.6.4 : + @BulletList + @ListItem{if the target hex is vacant /.3v after Fire Resolution or before Action} + @ListItem{when under @I Assault and the units @I Feint} + @ListItem{after @I Assault prior to @I Cohesion checks} + @RawEndList} + @EndList + } +}} |