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+@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