diff options
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 311 |
1 files changed, 217 insertions, 94 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index cdff838..261194f 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -23,7 +23,9 @@ def @Eliminated { {rgb 1 0 0} @Colour Eliminated } def @Defeated { {rgb 1 0 0} @Colour Defeated } def @Steps { @PRed {-2 steps} } def @Step { @PRed {-1 step} } +def @Disrupt { @POrange Disrupt} def @Disrupted { @POrange Disrupted} +def @Nondisrupted { @POrange Non-disrupted} def @Disruptedif { {rgb 1 .6 0} @Colour Disrupted} def @Turns right x { @PBlue {+x turns} } def @Turn right x { @PBlue {+x turn} } @@ -67,9 +69,9 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT } @RawEndList } @EndList -@LP -@Include{ us_amphibious.lou } -@LP @LP @LP +#@LP +#@Include{ us_amphibious.lou } +#@LP @LP @LP On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes} @BulletList @ListItem{Turn 7+ : that lands on a beach hex with @I {Uncleared Beach Obstacles}.} @@ -83,7 +85,7 @@ On Placing Units in @I {Beach Landing Boxes} @BulletList @ListItem{Max 2 units per @I {Beach Landing Boxes} (HQs and Generals do not count).} @ListItem{A General may not be placed alone if there are units scheduled to arrive with him.} -@ListItem{Only @I Rangers may be placed in Charlie @I {Beach Landing Boxes} (CH).} +@ListItem{Only @I rangers may be placed in Charlie @I {Beach Landing Boxes} (CH).} @ListItem{Turn 7+ units may be delayed (place them on another turn).} @ListItem{Turn 11+ a unit that has been delayed may be placed in any @I {Beach Landing Box}.} @EndList @@ -91,23 +93,148 @@ On Placing Units in @I {Beach Landing Boxes} ################################################################################ +@Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @NewPage { no } @Begin + +#@BeginSubSections +@LP +@BulletList +@ListItem{A German unit is in @PBlue Communication if it can trace a path to any exit hex (A-G).} +@ListItem{The path is blocked by US controlled hexes, rough, beach or pavillon adjacent to the beach.} +@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.} +@ListItem{An occupied @I Reinforcement position may trace through one adjacent US controlled Bocage hex.} +@EndList + +#@SubSection @Title {On adding Depth marker to a German unit} @Begin +@BulletList +#@ListItem{A german unit must be in communication in order to receive a @Depth marker.} +@ListItem{A @Depth marker can be received by any German unit, in communication and without @Depth marker.} +@ListItem{Choose the German unit closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.} +#@ListItem{If 2+ units are equidistant : 1 hex WN position @Sym arrowright 2 hexes WN position @Sym arrowright @I Reinforcement position.} +#@ListItem{If 2+ units are equidistant choose the unit: +# @BulletList +# @ListItem{in a 1 hex WN position.} +# @ListItem{in a 2 hexes WN position.} +# @ListItem{in a @I Reinforcement position.} +# @RawEndList +#} +@ListItem{If there is choices within the above : lowest ID @Sym arrowright lowest letter.} +@ListItem{Draw the @Depth marker from the appropriate pool: + @BulletList + @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} + @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.} + @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.} + @RawEndList +} +@EndList +#@End @SubSection +#@SubSection @Title {On adding Reinforcement} @Begin +@BulletList +@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in command: + @BulletList + @ListItem{adjacent to a US unit @Sym arrowright lowest numbered position.} + @ListItem{within 2 hexes of a US unit @Sym arrowright lowest numbered position.} + @ListItem{with the lowest number.} + @RawEndList +} +#@ListItem{@I Reinforcement are taken from the @I {Tactical Reinforcement Pool} and placed without a @Depth marker.} +#@ListItem{When @I {Tactical Reinforcement Pool} is empty, pick from @I {Division Reinforcement} with a @Depth marker.} +@ListItem{Draw units from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} +@ListItem{When triggered by a WN @Depth, choose the nearest @PBlue @I Reinforcement position even without a number.} +@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.} +@EndList +#@End @SubSection + +#@EndSubSections + +@End @Section + +################################################################################ + +@Section @Title {German Actions} @NewPage { yes } @Begin + +@LP +@Include{ german_actions.lou} +@LP @LP +@BulletList +@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.} +@ListItem{@PPurple RE-SUPPLY : add a @Depth marker if in communication (even if @Depth is required by the action).} +@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, with target, in communication. + @BulletList + @ListItem{priorities : @B VP @Sym arrowright lowest ID @Sym arrowright more US strength.} + @ListItem{A German unit in a @B VP @I position only redeploy to another @B VP @I position.} + @ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.} + @RawEndList +} +@ListItem{@PPurple REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @IncludeGraphic "imgs/intense.eps" or @IncludeGraphic "imgs/steady.eps" field of fire.} +@ListItem{@PPurple MORTAR : US units (most steps) with matching @B {sym}bol, lose @Step, up to 2 units if @Depth. + @BulletList + @ListItem{mortar range is 3 hexes from a @I {Reinforcement position}.} + @ListItem{mortar range is 2 hexes from a @I {WN position} towards draw and high ground hexes.} + @ListItem{mortar range is 5 hexes from a @I {WN position} towards beach and adjacent pavillon hexes.} + @RawEndList +} +@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in intense and steady field of fire. + @BulletList + @ListItem{if none, place a @Disrupted marker on 1 unit within 3 hexes, closests @Sym arrowright @B {sym}bol @Sym arrowright attack strength.} + @ListItem{HQs and and Generals are not @Disrupted.} + @RawEndList +} +@ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire, as prevously described.} +@ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are occupied, chose A7). + @BulletList + @ListItem{@B advance if the @I {advance arrow} points toward an empty (or garrisoned) position and either: + @BulletList + @ListItem{there is no US units in the field of fire.} + @ListItem{the german unit has a @Depth marker and is @I unrevealed.} + @ListItem{the german unit has a @Depth marker and is @I revealed and is from the 352 @Sup {th}.} + @RawEndList + } + @ListItem{If the route of advance is not empty: + @BulletList + @ListItem{@Disrupt tanks and infantry with @B matching @B {sym}bol only and all other types of US units.} + @ListItem{if ( @Sym summation of the strength of @Nondisrupted units (x2 buildings, bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.} + @ListItem{otherwise, 1 unit lose @Step , move any unit in the destination 1 hex out of the route of advance.} + @RawEndList + } + @ListItem{Advance the german unit to the destination position. + @BulletList + @ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.} + @RawEndList + } + @RawEndList +} +@ListItem{@PPurple AMBUSH : 1 unit of any type with matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} +@EndList +@Place +x{right-xsize+.2c} +y{foot+ysize+.8c} +{ + @IncludeGraphic "imgs/advance.eps" +} + +@End @Section + +################################################################################ + @Section @Title {German Fire} @NewPage { yes } @Begin @BulletList @ListItem{@I Disrupted units may not fire.} @ListItem{On double symbol, at least 1 unit in the positions must have a @I Depth marker.} -@ListItem{@I {@Sym numbersign Possible hits} : @Sym numbersign @I Depth markers + @Sym numbersign German units (with or without @I Depth marker).} +@ListItem{@I {@Sym numbersign Possible hits} : @Sym numbersign @I Depth markers + @Sym numbersign German units (with or without @I Depth marker) @Ext x2.} @ListItem{@I {Armor hit bonus} : Armor are considered as @PBlue Non-armored units.} #@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @IncludeGraphic intense.eps or @IncludeGraphic steady.eps field of fire may be hit.} @ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals may be hit, not @I Disrupted.} @ListItem{@I {Concentrated target} : 5+ steps stacked together are considered to have matching @B{sym}bol.} @ListItem{@I {Target priority} within field of fire : closest to the firing position @Sym arrowright most steps @Sym arrowright player choice.} @EndList -@LP -@Include { german_fire.lou } -@LP @LP +#@LP +#@Include { german_fire.lou } +#@LP @LP @BulletList -@ListItem{US units lose @B {1 step max}, hit them before @I Leaders (regardless of the field of fire type).} +@ListItem{US units lose @Step @B {max}, hit them before @I Leaders (regardless of the field of fire type).} +@ListItem{@Ext : the above limit changes to : @Step @B max by position firing at the US unit.} @ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via beach landing.} +@ListItem{@Ext : Hit @I {Command Posts} reverts to en HQ unit.} @ListItem{Hit Heroes and Generals are flipped on first hit, Generals are killed on the second hit.} @ListItem{A Hero can be flipped to @I Inspired to prevent the loss of the @B {last step} of the unit he is with.} @EndList @@ -118,9 +245,9 @@ On Placing Units in @I {Beach Landing Boxes} ################################################################################ -@Section @Title {German Artillery} @Begin +@Section @Title {German Artillery} @NewPage { no } @Begin @BulletList -@ListItem{Count @I Undisrupted caliber matching Artillery in @B Sector's WN positions and Artillery Box.} +@ListItem{Count @Nondisrupted caliber matching Artillery in @B Sector's WN positions and Artillery Box.} @ListItem{A unit with the matching @B {sym}bol will lose @Step.} @ListItem{@I {Target priority} (most steps within the above): @BulletList @@ -135,23 +262,10 @@ On Placing Units in @I {Beach Landing Boxes} ################################################################################ -@Section @Title {US Engineers} @Begin -@BulletList -@ListItem{Clear @I {Beach Obstacles} that are not in the fiels of fire of an activated German position. - @BulletList - @ListItem{Turn 2-6 : clear at most @B 2 hexes.} - @ListItem{Turn 7-15 : clear at most @B 1 hex.} - @RawEndList -} -@EndList -@End @Section - -################################################################################ - -@Section @Title {US Actions} @NewPage { yes } @Begin +@Section @Title {US Actions} @NewPage { no } @Begin @BulletList @ListItem{Each unit can conduct at most @B 1 action per turn.} -@ListItem{You may conduct @B 2 actions per @B Sector with units or stacks of units.} +@ListItem{You may conduct @B 2 actions per @B Sector with units or stacks of units. @Ext : 3 turn 17-32.} @ListItem{And conduct @B free actions with : @BulletList @ListItem{@I ranger infantry units.} @@ -161,21 +275,28 @@ On Placing Units in @I {Beach Landing Boxes} # @ListItem{Units with a @I Climb or @I {Climb Cliff} marker may continue their action.} @RawEndList} @ListItem{@I Disrupted units remove their @I Disrupted marker for @B free as their only possible action.} +@ListItem{@B Stacking limit is @B {2 units} per hex, HGs and Generals do not count.} +@ListItem{At the end of the US Action Phase, you must eliminate units until the limit is met.} +@ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.} @EndList @BeginSubSections -@SubSection @Title {Move 1 Hex} @Begin +@SubSection @Title {US Move} @NewPage { yes } @Begin @BulletList @ListItem{Infantry move for @B free from a beach hex towards the protecting end of the beach (not Sheer Cliffs).} #@ListItem{Infantry move for @B free from a beach hex to an adjacent beach hex closer to a protective hexside.} -@EndList -@LP -@Include { us_move.lou} -@LP @LP -@BulletList -@ListItem{To cross a @I {Scaleable Cliff} hexside, put a @PBlue {climb cliff} marker on the infantry without moving it.} -@ListItem{To cross a @I Bluff hexside, cross it and put a @PBlue climb marker on the infantry (not the @I Leaders).} +#@EndList +#@LP +#@Include { us_move.lou} +#@LP @LP +#@BulletList +@ListItem{@Ext : HQs and Generals move 2 hexes.} +@ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @I intense field of fire.} +@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @I intense and @I steady field of fire.} +@ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} +@ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.} +@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and cross.} @ListItem{Units with a @PBlue {climb cliff} marker may conduct 1 of the following @B free actions: @BulletList @ListItem{cross the @I {Scaleable Cliff} hexside and flip the marker to @PBlue climb side.} @@ -195,20 +316,13 @@ On Placing Units in @I {Beach Landing Boxes} @RawEndList } @EndList -@BulletList -@ListItem{@B Stacking limit is @B {2 units} per hex, HGs and Generals do not count.} -@ListItem{At the end of the US Action Phase, you must eliminate units until the limit is met.} -@EndList -@BulletList -@ListItem{At the end of the @B Turn, Units that are underwater without a @I {Climp Cliff} marker are removed from play.} -@EndList @End @SubSection -@SubSection @Title {US Attack} @NewPage { yes } @Begin +@SubSection @Title {US Attack} @NewPage { no } @Begin @BulletList @ListItem{A German hex can't be barraged and attacked or attacked twice in the same phase.} @ListItem{Each unit participating to the attack must conduct an action.} -@ListItem{An attack must at least include 1 infantry or @I Ranger infantry unit adjacent to the target.} +@ListItem{An attack must at least include 1 infantry or @I ranger infantry unit adjacent to the target.} @ListItem{@B Infantry and @B {heavy infantry} units in range of the target hex may support the attack.} @ListItem{@B {Heavy infantry} may support an adjacent infantry across a @PBlue bluff or @PBlue cliff hexside.} # 8.12 ?? @@ -235,11 +349,11 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.} @ListItem{An infantry in command of an HQ, attacking from an adjacent hex is considered having a radio @B RD.} @EndList -@LP -@Include{ german_defense.lou } -@LP @LP -@Include { us_attack.lou } -@LP @LP +#@LP +#@Include{ german_defense.lou } +#@LP @LP +#@Include { us_attack.lou } +#@LP @LP @BulletList @ListItem{HQs and Generals are not affected by the results of an attack.} @ListItem{German defensive benefits from the least advantageous hexside.} @@ -252,21 +366,38 @@ On Placing Units in @I {Beach Landing Boxes} @End @SubSection -@SubSection @Title {US Tank Barrage} @NewPage { yes } @Begin +@SubSection @Title {US Tank Barrage} @NewPage { no } @Begin @BulletList @ListItem{A German hex can't be barraged and attacked in the same phase.} @ListItem{Many @B tanks can separatly barrage the same German hex.} @ListItem{@I {Unrevealed Reinforcement} position can't be barraged.} -@ListItem{A @B tank in range but not adjacent to a German hex can Barrage it if either: +@ListItem{A @B tank in range but not adjacent to a German hex can barrage it if either: @BulletList @ListItem{it is in the field of fire of the poisition.} - @ListItem{an @I Undisrupted infantry is in the field of fire.} + @ListItem{an @Nondisrupted infantry is in the field of fire.} @RawEndList } @ListItem{In the later case, the @B tank or the infantry must be in command of an HQ or a General.} @EndList -@LP -@Include { us_barrage.lou } +#@LP +#@Include { us_barrage.lou } +@End @SubSection + +@SubSection @Title {US Artillery Barrage @Ext} @Begin +@BulletList +#@ListItem{A German hex can't be barraged and attacked in the same phase.} +#@ListItem{Many @B artillery can separatly barrage the same German hex.} +#@ListItem{@I {Unrevealed Reinforcement} position can't be barraged.} +#@ListItem{An @B Artillery in range but not adjacent to a German hex can barrage it if all the above conditions are met : +@ListItem{An @B Artillery can barrage as a @B tank can if all the following conditions are met : + @BulletList + @ListItem{if not armored, it can't be in a field of fire.} + @ListItem{it is in command of an HQ or a CP.} + @ListItem{it is in the field of fire of the target or an @Nondisrupted infantry in command of the same HQ or CP is.} + @RawEndList +} +@ListItem{In the later case, the @B artillery or the infantry must be in command of an HQ or a General.} +@EndList @End @SubSection @SubSection @Title {US Naval Artillery Barrage} @Begin @@ -274,7 +405,7 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{A German hex can't be barraged and attacked in the same phase.} @ListItem{Any German hex except @I {Unrevealed Reinforcement} positions can be barraged if both: @BulletList - @ListItem{an @I Undisrupted infantry unit is in the field of fire of the targeted German hex.} + @ListItem{an @Nondisrupted infantry unit is in the field of fire of the targeted German hex.} @ListItem{it has a radio or it's in command of an HQ.} @RawEndList } @@ -288,58 +419,50 @@ On Placing Units in @I {Beach Landing Boxes} ################################################################################ -@Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @Begin - -#@BeginSubSections -@LP +@Section @Title {US Engineers} @NewPage { no } @Begin @BulletList -@ListItem{A German unit is in @PBlue Communication if it can trace a path to any exit hex (A-G).} -@ListItem{The path is blocked by US controlled hexes, rough, beach or pavillon adjacent to the beach.} -@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand Tanks also control their 6 adjacent hexes.} -@ListItem{An occupied @I Reinforcement position may trace through one adjacent US controlled Bocage hex.} +@ListItem{Clear @I {Beach Obstacles} that are not in the fiels of fire of an activated German position. + @BulletList + @ListItem{Turn 2-6 : clear at most @B 2 hexes.} + @ListItem{Turn 7-15 : clear at most @B 1 hex.} + @ListItem{Turn 24+: all obstacles are considered cleared.} + @RawEndList +} @EndList - -#@SubSection @Title {On adding Depth marker to a German unit} @Begin @BulletList -#@ListItem{A german unit must be in communication in order to receive a @Depth marker.} -@ListItem{A @Depth marker can be received by any German unit, in communication and without @Depth marker.} -@ListItem{Choose the German unit closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.} -#@ListItem{If 2+ units are equidistant : 1 hex WN position @Sym arrowright 2 hexes WN position @Sym arrowright @I Reinforcement position.} -#@ListItem{If 2+ units are equidistant choose the unit: -# @BulletList -# @ListItem{in a 1 hex WN position.} -# @ListItem{in a 2 hexes WN position.} -# @ListItem{in a @I Reinforcement position.} -# @RawEndList -#} -@ListItem{If there is choices within the above : lowest ID @Sym arrowright lowest letter.} -@ListItem{Draw the @Depth marker from the appropriate pool: +@ListItem{@Ext Turn 17+ you may @B establish or @B advance 1 @B {Engineer Base} per @I Division, +only if not in the field of fire of an @I occupied or in communication German position.} +#@ListItem{Establish 1 base per Sector, in a beach hex not in field of fire of an @I occupied or in communication position.} +@ListItem{Engineer base under German @B artillery may not @B advance or provide @B{Traffic management}. @BulletList - @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} - @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.} - @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.} + @ListItem{@B Garrison each @I unoccupied position, not in the field of fire of a German unit + @LLP can not be targeted by mortar fire or artillery, do not impede German advance.} + @ListItem{@B {Shingle lanes} : @I Shingle exsides do not impede movement of any units.} + @ListItem{@B {Road clearing} : obstruction on the pavillon and in draws are considered cleared.} + @ListItem{@B {Traffic management} : units move for froo if they begin their move in a beach or pavillon or draw hex.} @RawEndList } @EndList -#@End @SubSection -#@SubSection @Title {On adding Reinforcement} @Begin + +@End @Section + +################################################################################ + +@Section @Title {US Command Posts @Ext} @NewPage { no } @Begin + @BulletList -@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in command: +@ListItem{@Ext Turn 17+ you may flip an HQ to it's @B {Command Post} side if not in the field of fire of an @I occupied or in @I communication German position.} +@ListItem{A @B {Command Post} not in the field of fire of an @I occupied position, may @B advance and @B provides it it's range: @BulletList - @ListItem{adjacent to a US unit @Sym arrowright lowest numbered position.} - @ListItem{within 2 hexes of a US unit @Sym arrowright lowest numbered position.} - @ListItem{with the lowest number.} + @ListItem{free actions.} + @ListItem{radio.} + @ListItem{tank and artillery ranged fire coordination.} @RawEndList } -#@ListItem{@I Reinforcement are taken from the @I {Tactical Reinforcement Pool} and placed without a @Depth marker.} -#@ListItem{When @I {Tactical Reinforcement Pool} is empty, pick from @I {Division Reinforcement} with a @Depth marker.} -@ListItem{Draw units from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} -@ListItem{When triggered by a WN @Depth, choose the nearest @PBlue @I Reinforcement position even without a number.} -@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.} +@ListItem{Command range cannot extend through German units.} +@ListItem{A @B {Command Post} can revert to an HQ and conduct a movement action.} +@ListItem{A @B {Command Post} is a leader an can be hit by German fire, if so it reverts to an HQ.} @EndList -#@End @SubSection - -#@EndSubSections @End @Section |