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-rw-r--r--EnemyActionArdennes/EAA-cards.lou113
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