diff options
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 209 | ||||
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.pdf | bin | 108166 -> 116628 bytes | |||
-rw-r--r-- | DDayAtOmahaBeach/us_amphibious.lou | 18 | ||||
-rw-r--r-- | DDayAtOmahaBeach/us_move.lou | 16 |
4 files changed, 158 insertions, 85 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 434c1c8..1c0b63b 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -15,8 +15,8 @@ @ListLabelWidth { 1.00f @OrIfPlain 5s } } @Use { @DocumentSetup - @TopMargin { 2.0c @OrIfPlain 6f } - @FootMargin { 1.0c @OrIfPlain 6f } + @TopMargin { 0.5c @OrIfPlain 6f } + @FootMargin { 0.5c @OrIfPlain 6f } @OddLeftMargin { 1.7c @OrIfPlain 10s } @OddRightMargin { 1.5c @OrIfPlain 10s } @EvenLeftMargin { 1.7c @OrIfPlain 10s } @@ -119,7 +119,7 @@ def @VCard right x { black @Colour @CurveBox margin {.1c} 6.3c @Wide 8.7c @High @ListItem{A unit is delayed and placed @B @Turns 2 after the current if it either: @BulletList @ListItem{drifts out of the @I {Beach Landing Boxes}.} - @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @Beach hex.} # rules only says is delayed + @ListItem{during @I{high tide}, is in a @I {Beach Landing Box} that does not point toward a @Beach hex.} # rules only says is delayed @RawEndList } @ListItem{HQs and Generals @@ -138,12 +138,12 @@ On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes} @RawBulletList @ListItem{@B {Turn [7-15]} : that lands on a @Beach hex with @I {Uncleared Beach Obstacles}.} @ListItem{@B {Turn [16-22]} : that pass through a @Beach hex with @I {Uncleared Beach Obstacles}.} -@ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.} +#@ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.} @RawEndList} @ListItem{Remove @PRed {1 step} from a unit of your choice within the affected @I {Beach Landing Boxes}.} @ListItem{If the only available unit is an HQ, delay it for @B @Turns {2}, Generals are not affected.} @EndList -@LP @LP +@LP On Placing Units in @I {Beach Landing Boxes} @BulletList @ListItem{@B {Max 2 units} per @I {Beach Landing Boxes} (HQs and Generals do not count).} @@ -152,6 +152,9 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{@B {Turn 7+} : units may be voluntarily delayed (place them on another turn).} @ListItem{@B {Turn 11+} : a unit that has been delayed may be placed in any @I {Beach Landing Box}.} @EndList +@BulletList +@ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.} +@EndList @End @Section ################################################################################ @@ -162,20 +165,25 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{Us units (not Generals) control their hex, Infantry with 2+ steps @Sym ampersand tanks also control their 6 adjacent hexes.} @ListItem{Us units on high ground control adjacent hexes on @Beach, @I pavillon or @I draw hexes, the opposite is not true.} @ListItem{A German unit is in @PBlue Communication if it can trace a path to any exit hex (A-G).} -@ListItem{The path is blocked by US controlled hexes, rough, @Beach or @I pavillon adjacent to the @Beach.} +@ListItem{The path is blocked by US controlled hexes, @I rough, @Beach or @I pavillon adjacent to the @Beach.} @ListItem{An occupied @I Reinforcement position may trace a path through 1 adjacent US controlled @I bocage hex.} -@ListItem{German communication is established at the beginning of the German Fire phase.} +@ListItem{An unoccupied @I Reinforcement position may be in @PBlue Communication even if it's in US control.} +@ListItem{German communication is established at the beginning of the German Fire phase or US attack.} @EndList +@BulletList # FIXME : event Sector -> othe Sector -> None +@ListItem{@Depth marker added to German units by event card or US attack. @BulletList -@ListItem{A @Depth marker can be received by any German unit, in communication and without @Depth marker.} -@ListItem{Choose the German unit @B closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.} -@ListItem{If there is choices within the above : lowest ID (no ID @Sym arrowright 0) @Sym arrowright lowest letter.} -@ListItem{Draw the @Depth marker from the appropriate pool: - @BulletList - @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} - @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.} - @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.} + @ListItem{Can be received by any German unit, in communication and without @Depth marker.} + @ListItem{Choose the German unit @B closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.} + @ListItem{If there is choices within the above : lowest ID (no ID @Sym arrowright 0) @Sym arrowright lowest letter.} + @ListItem{Draw the @Depth marker from the appropriate pool: + @BulletList + @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} # FIXME unit in a reinforcement position instead. + @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.} + @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.} + @RawEndList + } @RawEndList } @EndList @@ -183,18 +191,25 @@ On Placing Units in @I {Beach Landing Boxes} @BulletList @ListItem{@PBlue @I Reinforcement triggered by event card draw are: @BulletList - @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} + @ListItem{Drawn @I Reinforcement from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} @ListItem{Placed faced down in an empty, @B numbered in communication @PBlue @I Reinforcement position.} - @ListItem{Placed in the lowest number, adjacent to a US unit US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.} + @ListItem{Placed in the lowest number, adjacent to a US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.} @RawEndList } +@EndList + +@BulletList @ListItem{@PBlue @I Reinforcement triggered by a WN @Depth marker are: @BulletList - @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.} - @ListItem{Placed faced down in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright lowest number.} + @ListItem{Drawn from the @I {Tactical Reinforcement Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.} + @ListItem{Placed faced down in an empty, in communication @PBlue @I Reinforcement position.} + @ListItem{Placed in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright lowest number (no ID @Sym arrowright 0).} # FIXME : 9.41 @RawEndList } -@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.} +@EndList + +@BulletList +@ListItem{On @PBlue {Kampfgruppe Meyer} event : add 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement Pool} and @I Mobile @Depth @I Pool.} @EndList @End @Section @@ -207,24 +222,24 @@ On Placing Units in @I {Beach Landing Boxes} @Include{ german_actions.lou} @LP @Place -x{right-xsize} -y{foot+ysize+0.3c} +x{right - xsize - 1.5c} +y{foot + 0.9c} { @IncludeGraphic "imgs/advance.eps" } @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. +#@ListItem{occupied positions conducts actions on double symbol if with @Depth. (Exception Re-SUPPLY action).} +@ListItem{@PPurple RE-OCCUPY : each position hex with face up previously eliminated WN unit(s) without artillery. @BulletList @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 RE-SUPPLY : add a @Depth marker if in communication (doubel symbol does not require @Depth).} @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{priorities : @B VP @Sym arrowright lowest ID (no ID @Sym arrowright 0) @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 @@ -232,9 +247,9 @@ y{foot+ysize+0.3c} @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{mortar range is @B 3 hexes from a @I {Reinforcement position}.} + @ListItem{mortar range is @B 2 hexes from a @I {WN position} towards @I draw and high ground hexes.} + @ListItem{mortar range is @B 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.} @RawEndList } @@ -244,9 +259,9 @@ y{foot+ysize+0.3c} @ListItem{HQs and and Generals are not @Disrupted.} @RawEndList } -@ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire, as prevously described.} +@ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire even if not in Communication.} @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). +@ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are empty, chose A7). @BulletList @ListItem{@B advance if the @I {advance arrow} points toward an empty or US occupied position and either: @BulletList @@ -275,11 +290,11 @@ y{foot+ysize+0.3c} ################################################################################ -@Section @Title {German Fire} @NewPage { no } @Begin +@Section @Title {German Fire} @NewPage { yes } @Begin @BulletList @ListItem{WN positions in 2 hexes are considered 1 position.} -@ListItem{@Disrupted units may not fire and do not contribute to the possible hits count.} -@ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign @Depth markers + @Sym numbersign German units, @Ext : x2.} +@ListItem{@Disrupted units may not fire, do not project @I{Field of Fire} and do not contribute to the possible hits count.} +@ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign German units + @Sym numbersign @Depth markers, @Ext : x2.} @ListItem{@I {Double symbol} : at least 1 unit in the position must have a @Depth marker.} @ListItem{@I {Armor hit bonus} : Armor are considered as @PBlue Non-armored units.} @ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @Intense or @Steady @Fof may be hit, not @Disrupted.} @@ -297,9 +312,10 @@ y{foot+ysize+0.3c} #@LP @LP @BulletList @ListItem{US units lose @Step @B {max} per phase, @Ext : @Step @B max per position firing at the US unit.} -@ListItem{Attempt to hit as many US units as possible, @I leaders are hit last.} +@ListItem{Attempt to hit as many US units as possible, @I leaders are hit @B last only on @I {Leader hit bonus} and are not @Disrupted.} @ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @Beach landing.} @ListItem{Hit Heroes and Generals are flipped on first hit, Generals are killed on the second hit.} +@ListItem{A lone General does not inhibit German fire or communication and is removed if a German unit enters its hex.} @ListItem{A Hero can be flipped to @I Inspired to prevent the loss of the @B {last step} of the unit he is with.} @ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.} @EndList @@ -315,7 +331,7 @@ y{foot+ysize+0.3c} @BulletList @ListItem{@B {Turn 4+} : count @Undisrupted caliber matching Artillery in Sector's @B{WN positions} and @B {Artillery Box}.} @ListItem{If @Sym greaterequal German Artillery value, a unit with the matching us target @B {sym}bol will lose @Step.} -@ListItem{@I {Target priority} (most steps within the following): +@ListItem{@I {Target priority} (same sector @Sym arrowright most steps within the following): @BulletList @ListItem{An infantry unit in a @I {Beah Landing Box}.} @ListItem{A non-infantry unit in a @Beach hex.} @@ -323,7 +339,8 @@ y{foot+ysize+0.3c} @ListItem{An infantry unit in a @Beach hex.} @RawEndList } -@ListItem{A unit in the @B {Artillery Box} is innactivated if all it's observer positions listed are in your control.} +@ListItem{A unit in the @B {Artillery Box} is innactivated if all it's listed observer positions are in your control.} +@ListItem{An observer position is active again when occupied by a German unit or in German communication} @EndList @End @Section @@ -344,14 +361,14 @@ y{foot+ysize+0.3c} @ListItem{HQs and Generals.} @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).} @RawEndList} -@ListItem{@B Stacking limit is @B {2 units} per hex, HQs and Generals do not count.} +@ListItem{@B Stacking limit is @B {2 units} per hex, HQs, Generals and Heroes do not count.} @ListItem{At the end of the US Action Phase, you must eliminate units until the limit is met.} @ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.} @EndList @BeginSubSections -@SubSection @Title {US Move} @NewPage { no } @Begin +@SubSection @Title {US Move} @NewPage { yes } @Begin @BulletList #@ListItem{Infantry move for @B free from a @Beach hex towards the protecting end of the @Beach (not Sheer Cliffs).} #@ListItem{Infantry move for @B free from a @Beach hex to an adjacent @Beach hex closer to a protective hexside.} @@ -360,11 +377,11 @@ y{foot+ysize+0.3c} #@Include { us_move.lou} #@LP @LP #@BulletList -@ListItem{@Ext : HQs and Generals move 2 hexes.} -@ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @Intense @Fof.} -@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @Intense and @Steady @Fof.} # @Undisrupted -@ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} -@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and move across the @I Bluff.} +@ListItem{@Ext : HQs and Generals move @B 2 hexes, even through @I Bluff hexside.} +@ListItem{@Ext : tanks move @B 2 hexes along secondary and @B 4 hexes along major roads, must stop in @I uccupied @Intense @Fof.} +@ListItem{@Ext : infantry, rangers move @B 2 hexes, must stop in @I bocage (unless by road), @Undisrupted @Intense and @Steady @Fof.} +#@ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} +@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker (not @Ext) on the infantry (not @I Leaders) and move across the @I Bluff.} @ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.} @ListItem{Units with a @PBlue {climb cliff} marker may conduct 1 of the following @B free actions: @BulletList @@ -377,7 +394,7 @@ y{foot+ysize+0.3c} @BulletList @ListItem{@I Infiltration from an hex @B adjacent to and in the @Fof of a @Undisrupted position, to a similar hex. @BulletList - @ListItem{Draw @B 1 card, lose 1 @Step on matching @B{sym}bol, @B color and strictly matching symbols and @Depth count.} + @ListItem{Draw @B 1 card, lose @Step on matching @B{sym}bol and @B color symbol strictly matching with @Depth marker.} @ListItem{@I {Concentrated target} is not considered even if the move puts 5+ steps in the destination hex.} @ListItem{On step loss, you may complete the move or stay in the starting hex.} @ListItem{HQ and Generals may not attempt to infiltrated on their own.} @@ -434,15 +451,16 @@ y{foot+ysize+0.3c} #@ListItem{@Defeated 352 @Sup th units (Grey{@Char slash}Brown) if in communication @I withdraw in @I {Division Reinforcement Box}.} @EndList #@PP -#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. FIXME +#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. FIXME : @End @SubSection -@SubSection @Title {US Tank Barrage} @NewPage { no } @Begin +@SubSection @Title {US Tank Barrage} @NewPage { yes } @Begin @BulletList @ListItem{A German hex can't be barraged and attacked in the same phase.} @ListItem{Many @B tanks can separatly barrage the same German hex.} @ListItem{@I {Unrevealed Reinforcement} position can't be barraged.} +@ListItem{Barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} @ListItem{A @B tank in range but not adjacent to a German hex can barrage it if either: @BulletList @ListItem{it is in the @Fof of the position.} @@ -468,7 +486,6 @@ y{foot+ysize+0.3c} #@ListItem{it is not in a @Fof unless armored.} @ListItem{it is not in the @Fof of an @Undisrupted german unit, unless it is @I armored.} # Rule 17.3 Artillery Barrage => added Undisrupted @ListItem{it is in the @Fof of the target or an @Undisrupted infantry in command of the same HQ or CP is.} - @ListItem{barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} @RawEndList } @EndList @@ -499,22 +516,33 @@ y{foot+ysize+0.3c} @BulletList @ListItem{Turn 2-6 : clear at most @B 2 hexes per sector.} @ListItem{Turn 7-15 : clear at most @B 1 hex per sector.} - @ListItem{Turn 24+ : all obstacles are considered cleared.} + @ListItem{Turn 24+ : all mid-tide waterline hexes are considered cleared.} @RawEndList } @EndList + +@End @Section + +################################################################################ + +@Section @Title {US Engineers Base @Ext} @NewPage { no } @Begin @BulletList -@ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division.} +@ListItem{You may @B establish or @B advance 1 @B {Engineer Base} per @I Division.} @ListItem{It must be in a @Beach hex not in the @Fof of an @I occupied or in communication German position.} -#@ListItem{Establish 1 base per Sector, in a @Beach hex not in @Fof of an @I occupied or in communication position.} -@ListItem{A base may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.} -@ListItem{The following benefits are in force within an @B {Engineer Base}'s range of operations: +@ListItem{An @B {Engineers Base}: @BulletList - @ListItem{@B Garrison each @I unoccupied position, not in the @Fof of a German unit - @LLP can not be targeted by mortar fire or artillery, do not impede German advance.} - @ListItem{@B {Shingle lanes} : @I Shingle exsides do not impede movement of any units.} - @ListItem{@B {Road clearing} : obstruction on the @I pavillon and in @I draws are considered cleared.} - @ListItem{@B {Traffic management} : units move for free if they begin their move in a @Beach or @I pavillon or @I draw hex.} + @ListItem{may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.} + @ListItem{is never the target of German fire and may not be eliminated.} + @ListItem{range does not extend into hexes in the @Fof of an @I occupied German position.} + @ListItem{The following benefits are in force within an @B {Engineer Base}'s range of operations: + @BulletList + @ListItem{@B Garrison each @I unoccupied position, not in the @Fof of a German unit + @LLP is un US control, can not be targeted by mortar fire or artillery but do not impede German advance.} + @ListItem{@B {Shingle lanes} : @I Shingle exsides do not impede movement of any units.} + @ListItem{@B {Road clearing} : obstruction on the @I pavillon and in @I draws are considered cleared (not @I seawall hexsides).} + @ListItem{@B {Traffic management} : units move for free if they begin their move in a @Beach or @I pavillon or @I draw hex.} + @RawEndList + } @RawEndList } @EndList @@ -526,25 +554,70 @@ y{foot+ysize+0.3c} @Section @Title {US Command Posts @Ext} @NewPage { no } @Begin @BulletList -@ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can establish a @B {Command Post}.} -#@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the @Fof of an @I occupied or in @I communication German position.} -@ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides it it's range: +@ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can flip to @B {Command Post} for free.} +@ListItem{A @B {Command Post}: + @BulletList + @ListItem{not in the @Fof of an @I occupied position, may @B advance it's range marker.} + @ListItem{range is not counted through German units.} + @ListItem{can revert to an HQ and conduct a movement action.} + @ListItem{is treated as a leader during German fire phase and reverts to HQ if hit.} + @ListItem{not in the @Fof of an @I occupied position, provides in it's range : + @BulletList + @ListItem{free actions.} + @ListItem{@B RD weapon.} + @ListItem{tank and artillery ranged fire coordination.} + @RawEndList + } + @RawEndList +} +#@ListItem{Each @B {Command Post} not in the @Fof of an @I occupied position, may @B advance it's range marker.} +#@ListItem{A @B {Command Post} provides @Underline{free actions}, @B RD weapon and tank and artillery ranged fire coordination.} +#@ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides in it's range: +# @BulletList +# @ListItem{Free actions.} +# @ListItem{@B RD Radios.} +# @ListItem{Tank and artillery ranged fire coordination.} +# @RawEndList +#} +#@ListItem{A @B {Command Post} range is not counted through German units.} +#@ListItem{A @B {Command Post} can revert to an HQ and conduct a movement action.} +#@ListItem{A @B {Command Post} is treated as a leader during German fire phase and reverts to HQ if hit.} +@EndList + +@End @Section + +################################################################################ + +@Section @Title {Winnig and losing} @NewPage { yes } @Begin + +@BulletList +@ListItem{you immediatly lose if a division loss box reaches 8 units, @Ext : 14 units.} +@ListItem{@B{19+ VP} is a victory, @Ext : @B {25+ VP} + @BulletList + @ListItem{@B {1 VP} for each WN position you control, @B 2 or @B 0 @B VP for a 2 hexes position.} + @ListItem{@B {1 VP} for each German reinforcement position you control.} + @ListItem{@B {5 VP} for each draw totally under US control, in communication and not in the @Fof of any German unit.} + @RawEndList +} +@ListItem{@Ext : @B{40+ VP} is a victory + @BulletList @BulletList - @ListItem{Free actions.} - @ListItem{@B RD Radios.} - @ListItem{Tank and artillery ranged fire coordination.} + @ListItem{@B {1 VP} for each of the 42 @B VP positions in your control.} + @ListItem{@B {4 VP} for each draw totally under US control and cleared.} + @ListItem{@B {1 VP} for each non-infantry, non-HQ unit on the high ground at the end of play (cumulative with next point).} + @ListItem{@B {1 VP} for each armor, infantry @B step that moves off the map from a lettered and in communication exit.} + @ListItem{@B {1 VP} for each ranger infantry @B step that moves off the map from exit F or G, evin if not in communication.} + @ListItem{@B {-1 VP} for each WN not under US control.} + @ListItem{@B {-1 VP} for each German unit in the Kampfgruppe Meyer box, not @Depth.} @RawEndList } -@ListItem{Command range cannot extend through German units.} -@ListItem{A @B {Command Post} can revert to an HQ and conduct a movement action.} -@ListItem{A @B {Command Post} is a leader an can be hit by German fire, if so it reverts to an HQ.} @EndList @End @Section ################################################################################ -@Section @Title {Tables} @NewPage { yes } @Begin +@Section @Title {Tables} @NewPage { no } @Begin @LLP @BeginSubSections @SubSection @Title {US Units} @Begin diff --git a/DDayAtOmahaBeach/DDayOmaha.pdf b/DDayAtOmahaBeach/DDayOmaha.pdf Binary files differindex a39079b..232ec25 100644 --- a/DDayAtOmahaBeach/DDayOmaha.pdf +++ b/DDayAtOmahaBeach/DDayOmaha.pdf diff --git a/DDayAtOmahaBeach/us_amphibious.lou b/DDayAtOmahaBeach/us_amphibious.lou index e1ce811..d3af7ec 100644 --- a/DDayAtOmahaBeach/us_amphibious.lou +++ b/DDayAtOmahaBeach/us_amphibious.lou @@ -17,24 +17,24 @@ @Rowa A { Turn 2-3 } B { A } C { B } D { C } E { D } #@Rowb A { Tank } @Rowb A { @IncludeGraphic "imgs/tank.eps" } - B { @Sym emptyset } + B { - } C { @Left 1 } D { @Step } E { @Left 3 } #@Rowb A { INF DG @Char ampersand CH } @Rowb A { DG @Char ampersand CH @IncludeGraphic "imgs/infantry.eps" } - B { @Sym emptyset } + B { - } C { @Left 1 } D { @Left 4 } E { @Rightt 1 } @Rowb A { others } B { @Left 4 } C { @Left 2 } - D { @Left 9 } E { @Sym emptyset } + D { @Left 9 } E { - } @Rowa A { Turn 4-14 } B { A } C { B } D { C } E { D } #@Rowb A { INF } @Rowb A { @IncludeGraphic "imgs/infantry.eps" } - B { clines @Break{@Sym emptyset + B { clines @Break{- @I Rangers @Left {[0-4]} } } C { @Left 1 } D { @Left 4 } @@ -44,22 +44,22 @@ B { @Eliminated } C { @Step } D { @Steps } - E { @Sym emptyset } + E { - } @Rowb A { others } - B { @Turns 3 } C { @Left 2 } D { @Step } E { @Sym emptyset } + B { @Turns 3 } C { @Left 2 } D { @Step } E { - } @Rowa A { Turn 15+ } B { A } C { B } D { C } E { D } #@Rowb A { INF } @Rowb A { @IncludeGraphic "imgs/infantry.eps" } - B { @Sym emptyset } C { @Sym emptyset } D { @Sym emptyset } E { @Sym emptyset } + B { - } C { - } D { - } E { - } #@Rowb A { DUKW arty } @Rowb A { DUKW @IncludeGraphic "imgs/arty.eps" } B { @Eliminated } C { @Step } D { @Steps } - E { @Sym emptyset } + E { - } @Rowb A { others } B { @Turns 3 } C { @R {remove from play} } - D { @Sym emptyset } + D { - } E { @Step } } diff --git a/DDayAtOmahaBeach/us_move.lou b/DDayAtOmahaBeach/us_move.lou index 7bc4fd3..12ed57f 100644 --- a/DDayAtOmahaBeach/us_move.lou +++ b/DDayAtOmahaBeach/us_move.lou @@ -3,14 +3,14 @@ indent { ctr } indentvertical { ctr } apaint { lightgrey } - aformat { @Cell @B A | @Cell width { 4c } @B B | @Cell width { 4c } @B C | @Cell width { 4c } @B D } - bformat { @Cell @B A | @Cell width { 4c } @B B | @Cell width { 4c } @B C | @Cell width { 4c } @B D } + aformat { @Cell @B A | @Cell width { 5c } @B B | @Cell width { 3c } @B C | @Cell width { 4c } @B D } + bformat { @Cell @B A | @Cell width { 5c } @B B | @Cell width { 3c } @B C | @Cell width { 4c } @B D } { -@Rowa A { } B { Infantry } C { Leaders } D { Others } -@Rowb A { Beach, Buildings, Draw @LLP High Ground, Pavillon } B { @Sym emptyset } C { @Sym emptyset } D { @Sym emptyset } -@Rowb A { Bocage, Orchard, Woods @LLP Hedge, Seawall, Slope } B { @Sym emptyset } C { @Sym emptyset } D { @PGreen {only via roads} } -@Rowb A { Mined Roads, Shingle @LLP Anti-Tank Ditch @Char slash Wall } B { @Sym emptyset } C { @Sym emptyset } D { @PRed No } -@Rowb A { Bluff } B { @Blue @Colour climb } C { @Sym emptyset } D { @PGreen {only via roads}} -@Rowb A { Scaleable Cliff } B { @Blue @Colour {climb cliff} } C { @PRed No } D { @PRed No } +@Rowa A { } B { Infantry @Sym slash Rangers } C { Leaders } D { Others } +@Rowb A { Beach, Buildings, Draw @LLP High Ground, Pavillon } B { - } C { - } D { - } +@Rowb A { Bocage, Orchard, Woods @LLP Hedge, Seawall, Slope } B { - } C { - } D { @PGreen {only via roads} } +@Rowb A { Mined Roads, Shingle @LLP Anti-Tank Ditch @Char slash Wall } B { - } C { - } D { @PRed No } +@Rowb A { Bluff } B { @Blue @Colour climb @Sym slash not @Ext } C { - } D { @PGreen {only via roads}} +@Rowb A { Scaleable Cliff } B { @Blue @Colour {climb cliff} @Sym slash @Ext @Blue @Colour climb } C { @PRed No } D { @PRed No } @Rowb A { Rough, Sheer Cliff } B { @PRed No } C { @PRed No } D { @PRed No } } |