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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/withdrawal.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/withdrawal.lou')
-rw-r--r--LastHundredYards/tables/withdrawal.lou78
1 files changed, 78 insertions, 0 deletions
diff --git a/LastHundredYards/tables/withdrawal.lou b/LastHundredYards/tables/withdrawal.lou
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+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Withdrawal} format { @Cell 16p @Font @B A } A{Withdrawal 10p @Font 10.3.1 @Sym slash Retreat 10p @Font 14.3.3}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Withdrawal : @B 1-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{remove @I Regrouping markers @B unless @Russian @I{Out of Command}}
+ #@ListItem{may attempt to @I Withdraw when under @I Assault @Reff 10.5.3.1}
+ @ListItem{@B cannot withdraw from an hex with a @I Nationality marker @Reff 10.5.3.2}
+ @ListItem{@B cannot enter an enemy-occupied or a @I{Primary Impact Hex} @Reff 11.4.7}
+ #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
+ @RawEndList
+ }
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Retreat : @B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{@Underline @I Retreat : triggers @B no enemy @I Reaction}
+ #@ListItem{@B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{unloaded @I{Towed Guns}, @I Shocked vehicles, and @I FPs are eliminated}
+ @ListItem{@B cannot end in a @I{Mortar Impact Hex}}
+ @ListItem{@B may retreat @B 1 hex if the destination is a @I cover-terrain hex, /.3v contains a vehicle, or the hexside crossed is a wall}
+ @ListItem{units are eliminated @B if must retreat through prohibited hex(sides)}
+ #@ListItem{@B must follow the priorities, even if it means retreating into a hex containing a minefield or wire}
+ #@ListItem{units are eliminated @B if forced to retreat into or across prohibited hexes or hexsides}
+ #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
+ @ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion}
+ @BulletList
+ @ListItem{@I FVs and @I Carriers are eliminated @B if forced to retreat through :
+ @BulletList
+ @ListItem{forest @B or not along tree-lined road @Sym slash railroad}
+ @RawEndList}
+ @ListItem{are @B not affected by enemy-occupied hexes}
+ @RawEndList}
+ @RawEndList
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@B must take the shortest route toward FBE, @I Assembly or @Russian @I leader} # 16.1.8
+ @ListItem{max @B 3 hexes @B if at @I Night @B or through 1 or more /.3v River, Marsh, Jungle, Urban Building, or Sunken Road hex}
+ @ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex}, @B no @I TEMs @Reff 11.4.7} # FIXME not assault hex
+ @ListItem{@B allowed to move @B adjacent to a @I{Good Order} enemy @I combat unit @B if :
+ @BulletList
+ @ListItem{the enemy hex is a @I{Primary Impact Hex} @B or @I{Nationality Hex}}
+ @ListItem{@B or the entered hex contains a @I{Good Order} friendly @I combat unit}
+ @RawEndList}
+ @ListItem{@Underline{movement priority} (@B no consecutive lateral moves) :
+ @BulletList
+ @ListItem{@B allowed shortest path, then @Mark @B{not allowed} adjacent to an enemy}
+ @ListItem{hex @B{further away} from the origin @B if forced by impassable terrain}
+ @ListItem{@B may move along an impassable @I River to reach a @I bridge or @I Ford}
+ @ListItem{@B may be forced to @Underline @I retreat into an enemy-occupied hex, @B Breakout}
+ @RawEndList}
+ @RawEndList
+ }
+ @Rowa ruleabove {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Withdrawal :
+ @BulletList
+ @ListItem{remove @I Regrouping marker @B unless @Russian @I{Out of Command}}
+ @ListItem{mark @I Regrouping @B if moved in @Mark @B unless @I Disrupted}
+ @RawEndList}
+ @ListItem{@Underline @B Retreat :
+ @BulletList
+ @ListItem{@B if not @I Disrupted @B and moved in @Mark @B unless it's an @I{Assault Arrow Hex} /.3v @B or the hex entered is an @I Urban hex :
+ @BulletList
+ #@ListItem{each unit conduct a @I Cohesion check, @I Disrupt on failure, @Japanese or @Russian only the best}
+ @ListItem{each unit conducts a @I Cohesion check and @I Disrupt on failure}
+ @ListItem{@Japanese or @Russian only the best unit conducts a @I Cohesion or is @I Reduced}
+ @RawEndList}
+ @ListItem{@B Breakout units conduct a @I Cohesion check, @B cannot end in this hex}# @Reff 14.3.3.6}
+ @RawEndList}
+ @RawEndList
+ }
+}}