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Diffstat (limited to 'Assault/04_specific.lou')
| -rw-r--r-- | Assault/04_specific.lou | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/Assault/04_specific.lou b/Assault/04_specific.lou new file mode 100644 index 0000000..f9c80d7 --- /dev/null +++ b/Assault/04_specific.lou @@ -0,0 +1,67 @@ +@Section @Title { @ColoredTitle {@Inf Infantry-Specific Movements @Rule 9.7} } @NewPage {no} @Begin +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Digging In @Rule 9.7.1} } @Begin +@BulletList + @ListItem{@B not in fortifications, - @Weakest @Defense die (keep 1 min)} + @ListItem{when dug in @ADugIn + @Green @LP stays until moves (not @I{Reinforcing}) or is @Eliminated} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Reinforcing Position @Rule 9.7.2} } @Begin +@BulletList + @ListItem{activate 2 @B adjacent units (2 @CMP) with @ANormal, @B no @Harsh} + @ListItem{swap them, @ADugIn marker stays, 1 unit is subject to @ReactionFire} + #@ListItem{swap 2 @B adjacent @B unactivated units with enough @MP} + #@ListItem{must activate both with @ANormal @Char periodcentered @ADugIn marker stays} + #@ListItem{only 1 unit is subject to reaction fire, @B{non-active} decides} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Smoke Cover @Rule 9.7.3 "https://boardgamegeek.com/thread/3649361/article/47204977#47204977" @URL {bgg post}} } @Begin +@BulletList + @ListItem{-1 @MP @ANormal @Sym slash @AFast @Sym slash @AHide @Sym slash @AAttack (no movement)} + @ListItem{place 1 @B adjacent @Smoke @B add +1 {@Sym slash} @Hit @Critical on @Green @Green (max 4)} + #@ListItem{place 1 @B adjacent smoke + 1 {@Sym slash} hit on @Green @Green (max 4)} +@EndList +@End @SubSection + +@EndSubSections +@End @Section + +@Section @Title {@ColoredTitle {@Arty Artillery-Specific Movements @Rule 9.8} } @NewPage {no} @Begin +@BulletList + @ListItem{change facing to any vertex with @ANormal or any movement action} #or @AFast (unless @Cap Slow)} +@EndList +@End @Section + +@Section @Title { @ColoredTitle {@Vehicle Vehicle-Specific Movements @Rule 9.9} } @NewPage {no} @Begin +@BulletList + @ListItem{only move into their 2 frontal or rear hexes} + @ListItem{may rotate 1 vertex for @Free after each hex moved in} + @ListItem{+1 @MP per vertex before moving or additional after moving} + @ListItem{reverse movement: @MP {@Sym slash} 2 @Sym{arrowdblup}, @AFast is allowed} + #@ListItem{in reverse movement allowance is (fast +1) {@Sym slash} 2 @Sym arrowdblup} +@EndList +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Overrunning Artillery units @Rule 9.9.1} } @Begin +@BulletList + #@ListItem{may keep on Overrunning or moving} + @ListItem{@B armoured @Tracked @Vehicle @B not while transporting} + @ListItem{@B must use a @AFast , @B not in @Harsh} + #@ListItem{@B unless marked @I Suppressed, @I Fallback, @AFast, @I Delayed : + @ListItem{@Arty @B unless marked @ASuppressed @Sym slash @AFallback @Sym slash @AFast @Sym slash @ADelayed : + @BulletList + @ListItem{has 1 vertex facing change @Sym ampersand fire range 0 for @Free /.2c no dice mod, @Attack vs frontal, apply @I Critical rules @Rule 10.8.1} + @RawEndList} + @ListItem{if @Vehicle is @I Destroyed, @I Suppressed or @I Immobilized : + @BulletList + @ListItem{it stays in the last adjacent hex moved in} + @RawEndList} + @ListItem{otherwise the @Arty is @I Destroyed} +@EndList +@End @SubSection + +@EndSubSections +@End @Section |
