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-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou19
-rw-r--r--DDayAtOmahaBeach/german_actions.lou30
2 files changed, 30 insertions, 19 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 21b5084..09abce0 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -155,36 +155,37 @@ 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
@Place
x{right-xsize}
-y{foot+ysize+0c}
+y{foot+ysize+0.3c}
{
@IncludeGraphic "imgs/advance.eps"
}
-@LP
@BulletList
+@ListItem{A position occupied by @Disrupted units do not perform actions, remove the @Disrupted marker instead.}
+@ListItem{Unoccupied positions conducts actions regardless of whether the color symbol is single or double.}
+#@ListItem{Occupied positions conducts actions on double symbol if with @Depth. (Exception Re-SUPPLY action).}
@ListItem{@PPurple RE-OCCUPY : face up 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.}
+ @ListItem{ No re-occupation if 1 of a 2 hexes WN is occupied by US. Re-occupy hexes closest to US units first. }
@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, in communication, with target.
+@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with targets.
@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.}
@ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.}
@RawEndList
}
-@ListItem{@PPurple REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @Intense or @Steady @Fof.}
+@ListItem{@PPurple REINFORCE : if @B VP @I position or US units in @Intense or @Steady @Fof, place @I Reinforcement + @Depth.}
@ListItem{@PPurple MORTAR : US units (most steps) with matching @B {sym}bol, lose @Step, up to 2 units if @Depth.
@BulletList
@ListItem{mortar range is 3 hexes from a @I {Reinforcement position}.}
@ListItem{mortar range is 2 hexes from a @I {WN position} towards @I draw and high ground hexes.}
@ListItem{mortar range is 5 hexes from a @I {WN position} towards @Beach and adjacent @I pavillon hexes.}
- @ListItem{Treat all hexes in range as if in the position's steady @Fof.}
+ @ListItem{Treat all hexes in range as if in the position's @Steady @Fof.}
@RawEndList
}
@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @Intense and @Steady @Fof.
@@ -197,7 +198,7 @@ y{foot+ysize+0c}
@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:
+ @ListItem{@B advance if the @I {advance arrow} points toward an empty or US occupied position and either:
@BulletList
@ListItem{there is no US units in the @Fof.}
@ListItem{the german unit has a @Depth marker and is @I unrevealed.}
diff --git a/DDayAtOmahaBeach/german_actions.lou b/DDayAtOmahaBeach/german_actions.lou
index 4bf6734..8566091 100644
--- a/DDayAtOmahaBeach/german_actions.lou
+++ b/DDayAtOmahaBeach/german_actions.lou
@@ -10,17 +10,27 @@
{
@Row
format { @StartVSpan @Cell A | @StartHSpan @Cell @B B | @HSpan | @HSpan | @StartHSpan @Cell @B C | @HSpan | @HSpan }
- A { Card @LLP Action } B { WN Position } C { Reinforcement Position }
+ A { Card @LLP Action } B { Reinforcement Position } C { WN Position }
@Row
- format { @VSpan | @StartHSpan @Cell paint { @Lightgrey } @B A | @HSpan | @Cell @B B | @StartHSpan @Cell paint { @Lightgrey } @B C | @HSpan | @Cell @B D }
- A { Occupied } B { Unoccupied } C { Occupied } D { Unoccupied }
+ format { @VSpan | @StartVSpan @Cell @B A | @StartHSpan @Cell paint { @Lightgrey } @B B | @HSpan | @StartVSpan @Cell @B C | @StartHSpan @Cell paint { @Lightgrey } @B D | @HSpan }
+ A { Unoccupied @LLP 8p @Font {In Communication} } B { Occupied } C { Unoccupied @LLP 8p @Font {In Communication} } D { Occupied }
@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 @LP Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } }
+ format { @VSpan | @VSpan | @Cell @B A | @Cell paint { @Lightgrey } @B B | @VSpan | @Cell @B C | @Cell paint { @Lightgrey } @B D }
+ A { No target } B { US in FoF } C { No Target } D { US in FoF }
#@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" @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 }
-@Rowa A { @IncludeGraphic "imgs/a.eps" } B { @Fire } C { @Action{ARTILLERY} } D { @NoAction } E { @Action{ADVANCE} @LLP or @Fire } F { @Action{ADVANCE} } G { @Action{AMBUSH} }
+@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" }
+ B { @NoAction} C { @NoAction } D { @Fire }
+ E { @NoAction } F { @NoAction } G { @Fire }
+@Rowa A { @IncludeGraphic "imgs/r.eps" }
+ B { 6p @Font @PBlue {if within 2 hexes of US units} @LLP @Action{REINFORCE} } C { @Action{REDEPLOY} } D { @Action{RE-SUPPLY} @LLP and @Fire }
+ E { @Action{RE-OCCUPY} } F { @NoAction } G { @Fire }
+@Rowa A { @IncludeGraphic "imgs/m.eps" }
+ B { @NoAction } C { @Action{MORTAR} } D { @Fire }
+ E { @NoAction } F { @Action{MORTAR} } G { @Fire }
+@Rowa A { @IncludeGraphic "imgs/p.eps" }
+ B { @NoAction } C { @Action{PATROL} } D { @Action{PATROL} }
+ E { @NoAction } F { @NoAction } G { @Fire }
+@Rowa A { @IncludeGraphic "imgs/a.eps" }
+ B { 6p @Font @PBlue {if US in FoF} @LLP @Action{AMBUSH} } C { @Action{ADVANCE} } D { @Action{ADVANCE} @LLP or @Fire }
+ E { @NoAction } F { @Action{ARTILLERY} } G { @Fire }
}