diff options
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 16 | ||||
-rw-r--r-- | DDayAtOmahaBeach/german_actions.lou | 6 |
2 files changed, 13 insertions, 9 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 68e8e86..3e9f909 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -160,10 +160,16 @@ On Placing Units in @I {Beach Landing Boxes} @LP @Include{ german_actions.lou} @LP @LP +Unoccupied positions conduct action regardless of whether the color symbol is single or double. +@LP @BulletList -@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.} +@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery. + @BulletList + @ListItem{A 2 hexes WN is only re-occupied if both hexes are empty, place re-occupying units in both hexes.} + @RawEndList +} @ListItem{@PPurple RE-SUPPLY : add a @Depth marker if in communication (even if @Depth is required by the action).} -@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, with target, in communication. +@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with target. @BulletList @ListItem{priorities : @B VP @Sym arrowright lowest ID @Sym arrowright more US strength.} @ListItem{A German unit in a @B VP @I position only redeploy to another @B VP @I position.} @@ -185,6 +191,7 @@ On Placing Units in @I {Beach Landing Boxes} @RawEndList } @ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire, as prevously described.} +@ListItem{@PPurple AMBUSH : 1 unit of any type with @B matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} @ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are occupied, chose A7). @BulletList @ListItem{@B advance if the @I {advance arrow} points toward an empty (or garrisoned) position and either: @@ -208,11 +215,10 @@ On Placing Units in @I {Beach Landing Boxes} } @RawEndList } -@ListItem{@PPurple AMBUSH : 1 unit of any type with matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} @EndList @Place -x{right-xsize+.2c} -y{foot+ysize+.8c} +x{right-xsize} +y{foot+ysize+1c} { @IncludeGraphic "imgs/advance.eps" } diff --git a/DDayAtOmahaBeach/german_actions.lou b/DDayAtOmahaBeach/german_actions.lou index 1a6dabd..4bf6734 100644 --- a/DDayAtOmahaBeach/german_actions.lou +++ b/DDayAtOmahaBeach/german_actions.lou @@ -16,11 +16,9 @@ A { Occupied } B { Unoccupied } C { Occupied } D { Unoccupied } @Row format { @VSpan | @Cell paint { @Lightgrey } @B A | @Cell @B B | @Cell @B C | @Cell paint { @Lightgrey } @B D | @Cell @B E | @Cell @B F } - A { US target } B { No Targets } C { In Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } } + A { US target } B { No Targets } C { In @LP Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } } #@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/f.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/mech.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } +@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } @Rowa A { @IncludeGraphic "imgs/r.eps" } B { @Fire } C { @NoAction } D { @Action{RE-OCCUPY} } E { @Action{RE-SUPPLY} @LLP and @Fire } F { @Action{REDEPLOY} } G { @Action{REINFORCE} } @Rowa A { @IncludeGraphic "imgs/m.eps" } B { @Fire } C { @Action{MORTAR} } D { @NoAction } E { @Fire } F { @Action{MORTAR} } G { @NoAction } @Rowa A { @IncludeGraphic "imgs/p.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Action{PATROL} } F { @Action{PATROL} } G { @NoAction } |