diff options
Diffstat (limited to 'Assault/tables.lou')
| -rw-r--r-- | Assault/tables.lou | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/Assault/tables.lou b/Assault/tables.lou new file mode 100644 index 0000000..fa33de6 --- /dev/null +++ b/Assault/tables.lou @@ -0,0 +1,179 @@ +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { tbl } +@SysInclude { xrgb } +@SysInclude { diag } + +@Use { @BasicSetup + @InitialFont { Times Base 12p } + @DisplayGap { 0.00v @OrIfPlain 1f } + #@ParaGap { 1.50v @OrIfPlain 1f } + @ListOuterGap { 0.6f @OrIfPlain 1f } + @ListGap { 0.8f @OrIfPlain 1f } + @ListIndent { .8v } + @ListLabelWidth { 0.60f @OrIfPlain 5s } +} +@Use { @DocumentSetup + @PageType { A4 } + @PageHeaders { None } + @TopMargin { .8c @OrIfPlain 6f } + @FootMargin { .8c @OrIfPlain 6f } + @OddLeftMargin { .8c @OrIfPlain 10s } + @OddRightMargin { .8c @OrIfPlain 10s } + @EvenLeftMargin { .8c @OrIfPlain 10s } + @EvenRightMargin { .8c @OrIfPlain 10s } +} +@Use { @OrdinarySetup + @SectionGap { 0.8v @OrIfPlain 3f } + @SubSectionGap { 0.5v @OrIfPlain 2f } +} +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +@Include {defs.lou} + +@Document +// +@Text @Begin +@BeginSections +@Section @Title {Terrains} @Begin +/.2c @LeftDisplay @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat{ @Cell rulerightwidth {1.5p} | @Cell B | @Cell C | @Cell rulerightwidth {1.5p} D | @Cell E | @Cell I | @Cell rulerightwidth {1.5p} F | @Cell G | @Cell H } + bformat{ @Cell rulerightwidth {1.5p} i{left} @B A | @Cell B | @Cell C | @Cell rulerightwidth {1.5p} D | @Cell i {left} E | @Cell I | @Cell rulerightwidth {1.5p} F | @Cell G | @Cell H } + cformat{ @Cell rulerightwidth {1.5p} A | @StartHSpan @Cell rulerightwidth {1.5p} B | @HSpan | @HSpan | @StartHSpan @Cell rulerightwidth {1.5p} C | @HSpan | @HSpan} +{ + @Rowc + paint {@HeaderPaint} + A{@Red @Yellow @Green @Blue} B{@B Movement} C {@B Defense} + @Rowa + paint {@HeaderPaint} + B{@Foot} C{@Wheeled} D{@Tracked} E{@Inf @Arty} I{@Vehicle} F{@LOSH} G{@E} H{@Indirect} + @Rowb + ruleabovewidth { 1p } + A{Clear} B{1} C{2} D{1} E{@Green} + @Rowb A{Beach} B{1} C{2} D{2} E{@Blue} + @Rowb A{Brush} B{1} C{2} D{1} E{@Green @Blue} I{@Blue} F{@Green} + @Rowb A{Rocky} B{1} C{3} D{2} E{@Yellow @Blue} I{@Blue} F{@Yellow} + @Rowb A{Groves} B{1} C{@X} D{2} E{@Green @Green} I{@Green} F{@Green} + @Rowb A{Trees} B{1} C{2} D{2} E{@Green @Green} I{@Green} F{@Green} + @Rowb A{Light Forest} B{1} C{2} D{2} E{@Yellow @Green} I{@Green} F{@Yellow} G{@E} H{@Sym emptyset} + @Rowb A{Heavy Forest} B{2} C{@X} D{@X} E{@Yellow @Yellow @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset} + @Rowb A{Corn Field} B{2} C{2} D{1} E{@Green @Blue} I{@Blue} F{@LOSB} + @Rowb + rulebelowwidth { 1p } + A{Wheat Field} B{2} C{1} D{1} E{@Green @Blue} I{@Blue} F{@Green} + #@Rowb A{Main Road} B{1} C{1} D{1} E{@Blue @Blue} F{@Sym emptyset} + #@Rowb A{Urban Alley} B{1} C{1} D{1} E{@Blue} F{@Sym emptyset} + @Rowb + #ruleabovewidth { 1p } + A{Bridge} B{1} C{2} D{2} E{@Yellow} F{@Yellow} + @Rowb A{Large Bridge} B{1} C{1} D{1} E{@Green @Blue} I{@Blue} F{@Green} + @Rowb + ruleabovewidth { 1p } + A{Shallow Water} B{2} C{@X} D{@X} I{@Sym emptyset} + @Rowb A{@Inf Swampy} B{@ADelayed} C{@X} D{@X} E{@Blue} I{@Sym emptyset} F{@Blue} + @Rowb A{@Sym emptyset River} B{@X} C{@X} D{@X} I{@Sym emptyset} + @Rowb + ruleabovewidth { 1p } + A{@Inf Single-Storey} B{2} C{@X} D{@X} E{@Yellow @Yellow @Blue} I{@Sym emptyset} F{@Yellow} G{@E} H{} + @Rowb A{@Inf Large Single-Storey} B{2} C{@X} D{@X} E{@Red @Green @Green @Blue} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset} + @Rowb A{@Inf @Ea Multi-Storey} B{2 + 1} C{@X} D{@X} E{@Red @Green @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset} + @Rowb A{@Inf @Ea Large Multi-Storey} B{2 + 1} C{@X} D{@X} E{@Red @Green @Green @Blue} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset} + @Rowb A{@Inf @Eb Church Tower} B{2 + 2} C{@X} D{@X} E{@Yellow @Yellow @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset} + #@Rowb A{} B{} C{} D{} E{} F{} G{} H{} +} +/.4c @LeftDisplay @Tbl + rule {yes} + aformat { @Cell @B A | @Cell B | @Cell C | @Cell D | @Cell E} + bformat { @Cell @B A | @StartHSpan @Cell B | @HSpan | @HSpan | @HSpan} + cformat { @Cell @B A | @Cell B | @Cell C | @StartHSpan @Cell D | @HSpan} + dformat { @Cell @B A | @Cell B | @StartHSpan @Cell C | @HSpan | @HSpan} +{ + @Rowc A{@Ea} B{+1 @MP @Sym slash level @B climbed} C{+ @Blue @Defense if @B higher} #D{@B Swampy @Sym ampersand @B Buildings are @Inf @B only} + @Rowb A{{@Xrgb springgreen4} @Colour @I Harsh} B{move into the @B adjacent hex @Sym ampersand marked with @ADelayed (even if not enough @MP)} + @Rowa A{Roads} B{@Vehicle {@Sym emptyset}} C{@Arty @Defense: + @Blue} D{@Inf terrain @Defense die} E{@Inf @ReactionFire + @Blue} + @Rowd A{@Smoke} B{@Defense: + @Blue @Sym slash marker} C{@LOSB if 3+ markers} + @Rowd A{@AFast} B{@Vehicle @Defense: + @Blue} C{@InfArty @Defense: - @Weakest dice (keep min 1)} +} +#@LP each @LOSH hex along the LOS adds its @Strongest die to the defense. +#@LP @Vehicle gain @Weakest defense die only. +#@LP LOS is clear along Road, Alley and Bridge. +@End @Section +@Section @Title {Obstacles @Rule 9.5.8} @Begin +/.2c @LeftDisplay @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat{ @Cell rulerightwidth{1.5p} | @Cell A | @Cell B | @Cell C | @Cell rulerightwidth{1.5p} D | @Cell E } + bformat{ @Cell rulerightwidth{1.5p} i{left} @B A | @Cell B | @Cell C | @Cell D | @Cell rulerightwidth{1.5p} E | @Cell i {left} F} +{ + @Rowa + paint {@HeaderPaint} + A{@Inf} B{@Arty} C{@Wheeled} D{@Tracked} E{attack @B through Obstacle, @B not during @ReactionFire} + @Rowb + ruleabovewidth { 1p } + A{Stone Wall} B{0} C{@X} D{@X} E{+1} F{+ @Yellow if adjacent} + @Rowb A{Steep Slope} B{@ADelayed} C{@X} D{@X} E{@X} F{@Arty @Vehicle @B cannot attack adjacent target through it} + @Rowb A{Barbed Wire} B{+1} C{@X} D{+1} E{+1} F{} + @Rowb A{Tank Barricaded} B{0} C{@X} D{@X} E{@X} F{@Inf + @Blue if adjacent} + #@Rowb A{Wrecks} B{?} C{?} D{?} E{?} F{@Vehicle +1 @MP on bridge @Sym slash road /.1c replace on new destroyed @Vehicle} + #@Rowb A{} B{} C{} D{} E{} F{} +} +@End @Section + +#@Section @Title {Fortifications @Rule 9.5.7} @Begin +#/.2c @LeftDisplay @Tbl +# rule {yes} +# i {ctr} +# iv {ctr} +# bformat{ @Cell rulerightwidth{1.5p} i{left} A | @Cell C | @Cell rulerightwidth{1.5p} D | @Cell rulerightwidth{1.5p} i {left} E | @Cell i {left} F | @Cell i {left} G | @Cell rulerightwidth{1.5p} i {left} H | @Cell i {left} I } +#{ +# @Row +# format { @StartVSpan @Cell rulerightwidth{1.5p} | @StartHSpan @Cell rulerightwidth{1.5p} A | @HSpan | @StartVSpan @Cell rulerightwidth{1.5p} D | @StartHSpan @Cell rulerightwidth{1.5p} E | @HSpan | @HSpan | @StartVSpan @Cell } +# A{6p @Font {extra @MP cost to enter hex /.1v @Underline{darkgreen @Color +X} : may cross fortification}} D{allowed @LP units} E{8p @Font {terrain @Strongest defense die +}} +# @Row +# format { @VSpan | @Cell D | @Cell rulerightwidth{1.5p} E | @VSpan | @Cell A | @Cell B | @Cell rulerightwidth{1.5p} C | @VSpan } +# D{@Wheeled} E{@Tracked} A{Front} B{Flank} C{Rear} +# @Rowb +# ruleabovewidth { 1p } +# A{Sandbags} B{0} C{@Underline{darkgreen @Color +2}} D{@Underline{darkgreen @Color +1}} E{@Inf @Arty @Vehicle} F{@Yellow @Green} G{@Yellow @Green} H{@Green} I {@Vehicle @Weakest terrain dice @B not @Strongest} +# @Rowb A{Pillbox} B{0} C{+2} D{+1} E{@Inf} F{@Red @Yellow} G{@Red @Yellow} H{@Yellow} +# @Rowb A{Trenches} B{0} C{+2} D{@Underline{darkgreen @Color +1}} E{@Inf} F{@Yellow @Yellow} G{@Yellow} H{@Yellow} I{attack from @B Flank lose @Weakest attack die} +# @Rowb A{Gun Position} B{0} C{+2} D{+1} E{@Inf @Arty} F{@Yellow @Green @Blue} G{@Yellow @Green} H{@Green @Blue} +# @Rowb A{Bunker} B{0} C{+3} D{+2} E{@Inf (@Arty)} F{@Red @Red @Blue} G{@Red @Red} H{@Red @Blue} I{attacked with @B OAS ignore loss of @Weakest defense die +#@LP @Arty on @B{game setup}, their arc of fire is limited to front +# } +#} +##@LP extra @MP cost is payed to enter the hex. +#@LP only @B allowed units benefit from fortifications, @B not during @ReactionFire. +#@LP if attacked from @B above (@I{Indirect Fire}, TA{@Sym slash}OAS), use @B only the @I Front @B fortification defense (no terrain). +#@End @Section + +#@Section @Title {Ranged Fire @Rule 10.0} @NewPage {yes} @Begin +#/.2c @LeftDisplay @Tbl +# rule {yes} +# i {ctr} +# iv {ctr} +# aformat{ @Cell A | @Cell B } +#{ +# @Rowa A{@B Attack} B{@B Defense} +# @Rowa A{LOS} B{b} +# @Rowa A{Joint Fire : + @Strongest attack} B{b} +# @Rowa A{mark Action} B{b} +# @Rowa A{Spotting} B{b} +# @Rowa A{Attack dice} B{b} +# @Rowa A{@Elite @Sym slash @Veteran +1 @Blue} B{b} +# @Rowa A{@AAttack @Sym slash @AHidden - @Weakest die} B{b} +# @Rowa A{@Recruit + @Suppress} B{b} +# @Rowa A{@AAmbush + @Suppress} B{b} +# @Rowa A{} B{b} +#} +#@End @Section + +@EndSections +@End @Text |
