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Diffstat (limited to 'Assault/00_planning.lou')
| -rw-r--r-- | Assault/00_planning.lou | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/Assault/00_planning.lou b/Assault/00_planning.lou new file mode 100644 index 0000000..3159885 --- /dev/null +++ b/Assault/00_planning.lou @@ -0,0 +1,136 @@ +@Section @Title { @ColoredTitle {Setup} } @NewPage {no} @Begin +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Formation Cards @Rule 5.6} } @Begin +@BulletList + @ListItem{select cards} + @ListItem{or draw cards} + @ListItem{or draw double amount then select, @LP discarded cards form the reinforcement pool} + @ListItem{reinforcements are pulled randomly @Sym ampersand kept unknown @Rule 5.7} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Command Cards @Rule 5.9} } @Begin +@BulletList + @ListItem{split neutral cards between players} + @ListItem{each player may exchange cards with @I{TA{@Sym slash}OAS} cards @Rule 12.2} + #@ListItem{hand size is 3} + #@ListItem{at the start of each turn, may discard then draw} +@EndList +@End @SubSection + +@EndSubSections +@End @Section + +#@Section @Title { @Box paint { lightgrey } { Sequence of Play @Rule 6.0 } } @NewPage {no} @Begin +@Section @Title { @ColoredTitle { Sequence of Play @Rule 6.0 } } @NewPage {no} @Begin +@BulletList + @ListItem{Initiative phase} + @ListItem{Planning phase} + @ListItem{Support phase} + @ListItem{Action phase} + @ListItem{Organisation phase} +@EndList +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Initiative Phase @Rule 6.1} } @Begin +@BulletList + @ListItem{1d6 highest is @B{first player}, reroll on draw} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Planning Phase @Rule 6.2} } @Begin +@BulletList + @ListItem{may discard then draw up to 3 @I{Command Cards}} + @ListItem{allocate all but 3 @I{Command Points} (command focus)} + @ListItem{plan TA{@Sym slash}OAS cards now (cannot use command focus)} + # FIXME spotting cost + #@ListItem{Indirect Fire @Sym ampersand OAS spotting does not prevent unit activation} + # @ListItem{spotting cost an action but does not prevent subsequent action} + @ListItem{@Free actions (@Sym emptyset @CMP) : + @BulletList + @ListItem{change facing of artillery units @Rule 6.3} + @ListItem{indirect fire spotting (not OAS) @Rule 7.1.1} + #@ListItem{passing @Rule 8.1} + @ListItem{play @I{Command Cards} @Rule 8.3} + @ListItem{overrun artillery last shot @Rule 9.9.1} + @ListItem{joint fire (support unit) @Rule 10.9.4} + @ListItem{emergency disembark @Rule 10.11.3} + @RawEndList} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Support Phase @Rule 6.3} } @Begin +@BulletList + @ListItem{players alternate, @B{first player} starts} + @ListItem{when a player @B passes it @B ends their step} + #@ListItem{units with @Support may use support abilities} + @ListItem{step 1 : + @BulletList + @ListItem{artillery changes facing for @Free} + #@ListItem{activate units for indirect fire} + #@ListItem{activate units to place smoke} + @ListItem{activate @Support units with @Ability {support abilities}} + @ListItem{play a @I{Command Card} (not TA{@Sym slash}OAS)} + @RawEndList} + @ListItem{step 2 : + @BulletList + @ListItem{activate TA{@Sym slash}OAS cards} + @RawEndList} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Action Phase (Overview) } @Rule 6.4} @Begin +@BulletList + @ListItem{players alternate @B active player status, @B{first player} starts} + @ListItem{action phase @B ends after @B 3 consecutive @B pass from both players} + @ListItem{a unit activates @B{at most once} per turn except for @Spotting} # spotting 7.1.1 12.4.2.1 or command card + @ListItem{an assigned @ASuppressed @Sym slash @AFallback marker : + @BulletList + @ListItem{replace any action marker @Sym ampersand prevent any activation} + # @ListItem{replaces an action marker if any} + # @ListItem{prevents any subsequent activation of the unit} + @RawEndList} + @ListItem{@B {non-active} player may @ReactionFire after any hex moved in} + @ListItem{possible actions for the @B active player are : + @BulletList + @ListItem{pass @Rule 8.1 (@Char tilde @Free)} + @ListItem{play @I{Command Card} @Rule 8.3 (@Free)} + @ListItem{normal movement @ANormal @Rule 9.1 @Sym ampersand fast movement @AFast @Rule 9.2} + @ListItem{dig in @ADigIn @Rule 9.7.1} + @ListItem{reinforcing position @Rule 9.7.2} + @ListItem{smoke cover @Rule 9.7.3} + @ListItem{hide @AHide @Rule 9.11} + @ListItem{fire @AFiring @Rule 10.0} + @ListItem{turret fire @ATurret @Rule 10.0} + @ListItem{move @Sym ampersand fire @AMoveFire @Sym slash fire @Sym ampersand move @AFireMove @Rule 9.3 @Sym ampersand @Rule 10.10} + @ListItem{close combat (after a move) @Rule 11.0} + @RawEndList} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Organisation Phase @Rule 6.5} } @Begin +@BulletList + @ListItem{markers upkeep : + @BulletList + @ListItem{@B remove @AWhite action markers: + @BulletList + @ListItem{Suppression roll: @B recruit @Blue @Sym slash @B regular @Green} + @ListItem{remove on @Hit @Sym slash @Critical} + #@ListItem{Suppression : @Recruit @Sym slash @B Regular roll @Blue @Sym slash @Green} + #@ListItem{remove only on @Hit @Sym slash @Critical} + @RawEndList} + @ListItem{@B flip @AYellow action markers} + @ListItem{hidden @AHidden @Sym arrowdblright ambush @AAmbush} + @RawEndList} + #@ListItem{reduce @B smoke by 1} + #@ListItem{advance turn} + #@ListItem{update occupied @B objectives (unarmored @Vehicle do not)} + @ListItem{update : @Smoke -1, @B turn +1, occupied @Objective /.2c @B not by @Unarmoured or @ASuppressed @Sym slash @AFallback marked units} + @ListItem{@B victory check} + @ListItem{reveal @B reinforcements @Sym ampersand take associated @CMP} +@EndList +@End @SubSection + +@EndSubSections +@End @Section |
