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Diffstat (limited to 'Assault/09_close_combat.lou')
| -rw-r--r-- | Assault/09_close_combat.lou | 164 |
1 files changed, 164 insertions, 0 deletions
diff --git a/Assault/09_close_combat.lou b/Assault/09_close_combat.lou new file mode 100644 index 0000000..68907a0 --- /dev/null +++ b/Assault/09_close_combat.lou @@ -0,0 +1,164 @@ + +@Section @Title { @ColoredTitle {Close Combat @Rule 11.1} } @Begin +@BulletList + @ListItem{@Arty may @B not initiate close combat} + @ListItem{@Cap transport @Vehicle may @B not initiate or support close combat} + @ListItem{entering a hex for close combat does not trigger @ReactionFire} + @ListItem{@AMoveFire and @AFireMove @B cannot be used to initiate close combat} + @ListItem{a @AFallback unit is @Eliminated if attacked in close combat} + @ListItem{is resolved simultaneausly} + @ListItem{ends on @Eliminated @AFallback or voluntary withdrawal} + @ListItem{@B remove action markers at the end of the first round} +@EndList + +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Close Combat Support @Rule 11.3} } @Begin +@BulletList + @ListItem{each player may assign 1 @B adjacent unit (1 @CMP)} + @ListItem{non-activated @InfArty{@Sym slash}@Vehicle mark it with @AFiring} + @ListItem{allow to re-roll 1 @Defense @B and 1 @Attack dice during @B first round} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Attack Dice @Rule 11.4} } @Begin +#/.2c @Display @Tbl +# rule {yes} +# i {ctr} +# iv {ctr} +#{ +# @Row format {@StartVSpan @Cell | @Cell A | @Cell B } A{@Veteran @Elite} B{+ @Blue} +# @Row format {@VSpan | @Cell A | @Cell B } A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest result} +# @Row format {@StartVSpan @Cell 90d @Rotate X | @Cell A | @Cell B } X{@B First round only} A{@ASuppressed} B{@B cannot attack back} +# @Row format {@VSpan | @Cell A | @Cell B } A{close combat @I Support @LLP @Vehicle @I Outflanked or @AImmobile} B{1 re-roll} +# @Row format {@VSpan | @Cell A | @Cell B } A{@I Activated} B{@SingleSuccess} +# @Row format {@VSpan | @Cell A | @Cell B } A{@I Activated @Sym ampersand @Half @LLP crossing obstacle @LLP @AAttack} B{lose @Weakest die} +#} +/.2c @Display @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } + bformat { @VSpan | @VSpan | @Cell A | @Cell B } + cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } +{ + @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } + A{@Veteran @Elite} B{+ @Blue} + @Rowa + A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest result} + @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } + ruleabovewidth { 1p } + X{@B First round only} A{@I Support} B{1 re-roll} + @Rowa + A{@AAttack} B{lose @Weakest die} + @Rowc + ruleabovewidth { 1p } + X{@Attacker} A{crossing obstacle} B{lose @Weakest die} + @Row format {@VSpan | @VSpan | @Cell A | @Cell B } + A{@Vehicle @I Outflanked or @AImmobile} B{1 re-roll} + @Rowc + ruleabovewidth { 1p } + X{@Defender} A{@ASuppressed} B{@B cannot attack back} + @Rowb + A{@I Activated} B{@SingleSuccess} + @Rowb + A{@I Activated @Sym ampersand @Half} B{lose @Weakest die} +} +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Defense Dice @Rule 11.5} } @Begin +#/.2c @Display @Tbl +# rule {yes} +# i {ctr} +# iv {ctr} +#{ +# @Row format {@StartVSpan @Cell | @Cell A | @Cell B } B{ @Strongest terrain or fortification dice} +# @Row format {@VSpan | @Cell A | @Cell B } A{@Hardened @Veteran @Elite} B{+ @Blue} +# @Row format {@VSpan | @Cell A | @Cell B } A{@Arty} B{@Weakest @Defense dice} +# @Row format {@VSpan | @Cell A | @Cell B } A{@Vehicle vs @Vehicle} B{use frontal armour, no terrain} +# @Row format {@VSpan | @Cell A | @Cell B } A{@Inf vs @Vehicle} B{use top armour} +# @Row format {@VSpan | @Cell A | @Cell B } A{@AImmobile @Vehicle} B{use read armour} +# @Row format {@StartVSpan @Cell 90d @Rotate X | @Cell A | @Cell B } X{@B First round only} A{attacking with @AFast} B{lose @Weakest @Defense dice} +# @Row format {@VSpan | @Cell A | @Cell B } A{close combat @I Support} B{1 re-roll} +# @Row format {@VSpan | @Cell A | @Cell B } A{} B{@Strongest terrain + @Strongest fortification} +#} +/.2c @Display @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } + bformat { @VSpan | @VSpan | @Cell A | @Cell B } + cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } +{ + @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } + B{ @Strongest terrain @LLP @B or fortification dice} + @Rowa + A{@Hardened @Veteran @Elite} B{+ @Blue} + @Rowa + A{@Arty} B{@Weakest @Defense dice} + @Rowa + A{@Vehicle} B{@B frontal armour, @B no terrain} + @Rowa + A{@Inf vs @Vehicle} B{@Weakest armour, @B no terrain @Rule 11.7} + @Rowa + A{@Vehicle @AImmobile} B{@B rear armour, @B no terrain @Rule 11.7 @LLP even in the @B First round} + @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } + ruleabovewidth { 1p } + X{@B First round only} A{@I Support} B{1 re-roll} + @Rowc + X{@Attacker} B{@Weakest terrain dice} + @Rowb + A{@AFast} B{lose @Weakest @Defense dice} + @Rowc + ruleabovewidth { 1p } + X{@Defender} B{@Strongest terrain @LLP @B and fortification dice @LLP reduced @B once @I flank, @B twice @I rear} + @Rowb + A{@Vehicle vs @Vehicle} B{@B facing armour, @B no terrain @Rule 11.7} +} +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Assign Damage @Rule 11.5.4} } @Begin +@BulletList + @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2} + @ListItem{during @B First round, all units ignore 1 @Suppress (@I{Adrenaline Rush})} + @ListItem{on any uncancelled @Suppress : @AFallback @Rule 13.3 , the other unit is marked @ANormal} + @ListItem{each uncancelled @Critical : reduce @Half} + @ListItem{if 1 unit is @Eliminated, the other unit is marked @AFast} + @ListItem{@ADugIn stays if the unit wins the close combat} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Voluntary Withdrawal @Rule 11.5.6.1} } @Begin +@BulletList + @ListItem{other player execute a final close combat attack} + @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective} + @ListItem{the other unit is marked @ANormal} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Close Combat against transport @Rule 11.8} } @Begin +@BulletList + @ListItem{may attack each transported unit with range 0 @Strongest die} + @ListItem{transported unit use printed @Defense dice} + @ListItem{then execute an @B{Emergency Disembark} @Rule 10.11.3} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Desperate Attack @Rule 11.9} } @Begin +@BulletList +@ListItem{each round, @Inf vs @Vehicle may target the vehicle's drivetrain + @BulletList + @ListItem{@Vehicle counter attack is resolved as normal} + @ListItem{@Inf @Green vs @Vehicle @Blue, @Green if @B first round and @Inf @AFast : + @BulletList + @ListItem{on @B double success : @AImmobile + 1 @Hit} + @ListItem{on @Critical @Sym slash @Hit : @AImmobile} + @ListItem{on @Suppress: @Suppress @Sym ampersand must @B Withdraw} + @RawEndList} + @RawEndList} +@EndList +@End @SubSection + +@EndSubSections +@End @Section + |
