diff options
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 285 |
1 files changed, 149 insertions, 136 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 3c164c7..21b5084 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -25,11 +25,13 @@ def @Steps { @PRed {-2 steps} } def @Step { @PRed {-1 step} } def @Disrupt { @POrange Disrupt} def @Disrupted { @POrange Disrupted} -def @Nondisrupted { @POrange Non-disrupted} +def @Undisrupted { @POrange Undisrupted} def @Disruptedif { {rgb 1 .6 0} @Colour Disrupted} def @Turns right x { @PBlue {+x turns} } def @Turn right x { @PBlue {+x turn} } def @Depth { @Blue @Colour Depth } +def @Beach { @I beach } +def @Fof{ @I {field of fire} } def @Left right x { {rgb .11 .5 .29} @Colour {+x left}} def @Rightt right x { {rgb .4 .6 0} @Colour {+x right}} @@ -40,6 +42,13 @@ def @Action right x { { @Purple } @Colour { x } } def @Ext { {rgb .96 .14 .34}@Colour EXT } +def @Intense { @IncludeGraphic "imgs/intense.eps" } +def @Steady { @IncludeGraphic "imgs/steady.eps" } +def @Sporadic { @IncludeGraphic "imgs/sporadic.eps" } +#def @Intense { @I intense } +#def @Steady { @I steady } +#def @Sporadic { @I sporadic } + @Document // @Text @Begin @@ -53,20 +62,20 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT } @Section @Title {US Amphibious Operations} @Begin -#@ListItem{A unit that drifts out of the @I {Beach Landing Boxes}, or during @I{high tide} to a @I {Beach Landing Box} that does not point toward a @I beach hex, +#@ListItem{A unit that drifts out of the @I {Beach Landing Boxes}, or during @I{high tide} to a @I {Beach Landing Box} that does not point toward a @Beach hex, #is placed @Pblue {2 turns} after the current.} @BulletList colgap { 1.0c } @ListItem{A unit is delayed and placed @B @Turns 2 after the current if it either: @BulletList @ListItem{drifts out of the @I {Beach Landing Boxes}.} - @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @I beach hex.} + @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @Beach hex.} # rules only says is delayed @RawEndList } @ListItem{HQs and Generals @BulletList @ListItem{do not check for landing hazard.} - @ListItem{if stacked with a unit, may drift or be delayed with it.} + @ListItem{if stacked with a unit, may drift with it.} # or be delayed with it.} @RawEndList } @EndList @@ -75,20 +84,23 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT } #@LP @LP @LP On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes} @BulletList -@ListItem{@B {Turn 7+} : that lands on a @I beach hex with @I {Uncleared Beach Obstacles}.} -@ListItem{@B {Turn 16+} : that pass through a @I beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{ +@RawBulletList +@ListItem{@B {Turn [7-15]} : that lands on a @Beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{@B {Turn [16-22]} : that pass through a @Beach hex with @I {Uncleared Beach Obstacles}.} @ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.} +@RawEndList} +@ListItem{Remove @PRed {1 step} from a unit of your choice within the affected @I {Beach Landing Boxes}.} +@ListItem{If the only available unit is an HQ, delay it for @B @Turns {2}, Generals are not affected.} @EndList -@LP -within the possible targets, remove @PRed {1 step} from a unit, if none, delay an HQ (not General) for @B @Turns {2}. # FIXME : improve this sentence. @LP @LP On Placing Units in @I {Beach Landing Boxes} @BulletList @ListItem{@B {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 @I {Charlie Beach Landing Boxes} (CH).} -@ListItem{@B {Turn 7+} units may be voluntarily delayed (place them on another turn).} -@ListItem{@B {Turn 11+} a unit that has been delayed may be placed in any @I {Beach Landing Box}.} +@ListItem{@B {Turn 7+} : units may be voluntarily delayed (place them on another turn).} +@ListItem{@B {Turn 11+} : a unit that has been delayed may be placed in any @I {Beach Landing Box}.} @EndList @End @Section @@ -96,29 +108,18 @@ On Placing Units in @I {Beach Landing Boxes} @Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @NewPage { no } @Begin -#@BeginSubSections @BulletList -@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.} -@ListItem{Us units on high ground control adjacent hexes on @I beach, @I pavillon or @I draw hexes, the opposite is not true.} +@ListItem{Us units (not Generals) control their hex, Infantry with 2+ steps @Sym ampersand tanks also control their 6 adjacent hexes.} +@ListItem{Us units on high ground control adjacent hexes on @Beach, @I pavillon or @I draw hexes, the opposite is not true.} @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, @I beach or @I pavillon adjacent to the beach.} -@ListItem{An occupied @I Reinforcement position may trace a path through one adjacent US controlled @I bocage hex.} +@ListItem{The path is blocked by US controlled hexes, rough, @Beach or @I pavillon adjacent to the @Beach.} +@ListItem{An occupied @I Reinforcement position may trace a path through 1 adjacent US controlled @I bocage hex.} @ListItem{German communication is established at the beginning of the German Fire phase.} @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 @B 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 (no ID @Sym arrowright 0) @Sym arrowright lowest letter.} @ListItem{Draw the @Depth marker from the appropriate pool: @BulletList @@ -128,42 +129,43 @@ On Placing Units in @I {Beach Landing Boxes} @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 communication: +@ListItem{@PBlue @I Reinforcement triggered by event are: @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{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} + @ListItem{Placed faced down in an empty, numbered in communication @PBlue @I Reinforcement position.} + @ListItem{Placed in the lowest number, adjacent to a US unit US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.} + @RawEndList +} +@ListItem{@PBlue @I Reinforcement triggered by a WN @Depth marker are: + @BulletList + @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.} + @ListItem{Placed faced down in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright 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 play @B event, @PBlue @I Reinforcement cannot be placed on a position without an ID.} -@ListItem{When triggered by a WN @Depth marker, choose the nearest @PBlue @I Reinforcement position even without a number.} - # closest to US -> lowest number - # only Tactical reinforcement, if empty -> none @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 @Ext} @NewPage { yes } @Begin +@Section @Title {German Actions @Ext} @NewPage { no } @Begin @LP @Include{ german_actions.lou} @LP @LP Unoccupied positions conduct action regardless of whether the color symbol is single or double. +@Place +x{right-xsize} +y{foot+ysize+0c} +{ + @IncludeGraphic "imgs/advance.eps" +} @LP @BulletList -@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery. +@ListItem{@PPurple RE-OCCUPY : face up with a random previously eliminated WN unit(s) without artillery. @BulletList @ListItem{A 2 hexes WN is only re-occupied if both hexes are empty, place re-occupying units in both hexes.} @RawEndList @@ -176,15 +178,16 @@ Unoccupied positions conduct action regardless of whether the color symbol is si @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 REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @Intense or @Steady @Fof.} @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 @I draw and high ground hexes.} - @ListItem{mortar range is 5 hexes from a @I {WN position} towards @I beach and adjacent @I pavillon hexes.} + @ListItem{mortar range is 5 hexes from a @I {WN position} towards @Beach and adjacent @I pavillon hexes.} + @ListItem{Treat all hexes in range as if in the position's steady @Fof.} @RawEndList } -@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @I intense and @I steady field of fire. +@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @Intense and @Steady @Fof. @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.} @@ -196,7 +199,7 @@ Unoccupied positions conduct action regardless of whether the color symbol is si @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{there is no US units in the @Fof.} @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 @@ -204,7 +207,7 @@ Unoccupied positions conduct action regardless of whether the color symbol is si @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, @I bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.} + @ListItem{if ( @Sym summation of the strength of @Undisrupted units (x2 buildings, @I 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 } @@ -216,58 +219,60 @@ Unoccupied positions conduct action regardless of whether the color symbol is si @RawEndList } @EndList -@Place -x{right-xsize} -y{foot+ysize+1c} -{ - @IncludeGraphic "imgs/advance.eps" -} @End @Section ################################################################################ -@Section @Title {German Fire} @NewPage { yes } @Begin +@Section @Title {German Fire} @NewPage { no } @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) @Ext x2.} +@ListItem{WN positions in 2 hexes are considered 1 position.} +@ListItem{@Disrupted units may not fire and do not contribute to the possible hits count.} +@ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign @Depth markers + @Sym numbersign German units, @Ext : x2.} +@ListItem{@I {Double symbol} : at least 1 unit in the position must have a @Depth marker.} @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.} +@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @Intense or @Steady @Fof may be hit, not @Disrupted.} +@ListItem{@I {Concentrated target} : @B 5+ steps stacked together are considered to have matching @B{sym}bol.} +@ListItem{@I {Target priority} (closer to the firing position @Sym arrowright most steps @Sym arrowright player choice within the following): + @BulletList + @ListItem{Intense fire hexes @Intense} + @ListItem{Steady fire hexes @Steady} + @ListItem{Sporadic fire hexes @Sporadic} + @RawEndList +} @EndList #@LP #@Include { german_fire.lou } #@LP @LP @BulletList -@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 @I beach landing.} -@ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.} +@ListItem{US units lose @Step @B {max}, @Ext : @Step @B max by position firing at the US unit.} +@ListItem{Attempt to hit as many US units as possible, @I leaders are hit last.} +@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @Beach landing.} @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.} +@ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.} @EndList @BulletList -@ListItem{Remove @Disrupted markers from color matching german units.} +@ListItem{When a @I Non-ranger infantry units loses its second step it is placed in the catastrophic loss box.} +@ListItem{Remove @Disrupted markers from any german units whose color appears on the fire card.} @EndList @End @Section ################################################################################ -@Section @Title {German Artillery} @NewPage { no } @Begin +@Section @Title {German Artillery } @NewPage { no } @Begin @BulletList -@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): +@ListItem{@B {Turn 4+} : count @Undisrupted caliber matching Artillery in Sector's @B{WN positions} and @B {Artillery Box}.} +@ListItem{If @Sym greaterequal German Artillery value, a unit with the matching us target @B {sym}bol will lose @Step.} +@ListItem{@I {Target priority} (most steps within the following): @BulletList - @ListItem{An infantry unit in a @I {Landing Box}.} - @ListItem{A non-infantry unit in a @I beach hex.} - @ListItem{A non-infantry unit in a @I {Landing Box}.} - @ListItem{An infantry unit in a @I beach hex.} + @ListItem{An infantry unit in a @I {Beah Landing Box}.} + @ListItem{A non-infantry unit in a @Beach hex.} + @ListItem{A non-infantry unit in a @I {Beach Landing Box}.} + @ListItem{An infantry unit in a @Beach hex.} @RawEndList } +@ListItem{A unit in the @B {Artillery Box} is innactivated if all it's observer positions listed are in your control.} @EndList @End @Section @@ -275,39 +280,41 @@ y{foot+ysize+1c} @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 (@Ext 3) actions per @B Sector with units or stacks of units.} -@ListItem{And conduct @B free actions with : +@ListItem{You may conduct @B 2 (@Ext 3) actions per @B Sector, at most @B 1 action per unit.} +@ListItem{2 units stacked together may conduct the exact same action at the cost of 1.} +#@ListItem{Each unit can conduct at most @B 1 action per turn. Stacked units may conduct the same action at the cost of 1.} +@ListItem{In addition to the above, you may conduct @B free actions with : @BulletList - @ListItem{@I ranger infantry units.} - @ListItem{Units with a @I Hero or @I Inspired marker.} + @ListItem{@I Ranger infantry units.} + @ListItem{A unit with a @I Hero or @I Inspired marker assigned to it (may not be transfered to another unit).} + @ListItem{Units with a @PBlue Climb or @PBlue {Climb Cliff} marker (may continue their move as their only possible action).} + @ListItem{A Infantry unit moving from a @Beach hex to another one closer to a protecting hexside (not Sheer Cliffs).} + @ListItem{@Disrupted units (remove their @Disrupted marker as their only possible action).} @ListItem{HQs and Generals.} - @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet}.} - # @ListItem{Units with a @I Climb or @I {Climb Cliff} marker may continue their action.} + @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).} @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{@B Stacking limit is @B {2 units} per hex, HQs 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 {US Move} @NewPage { yes } @Begin +@SubSection @Title {US Move} @NewPage { no } @Begin @BulletList -@ListItem{Infantry move for @B free from a @I 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.} +#@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{@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 : tanks move 2 and 4 hexes along secondary and major roads, must stop in @Intense @Fof.} +@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @Intense and @Steady @Fof.} # @Undisrupted @ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} +@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and move across the @I Bluff.} @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.} @@ -317,13 +324,13 @@ y{foot+ysize+1c} @ListItem{Units with a @PBlue climb marker remove it as their only possible @B free action.} @EndList @BulletList -@ListItem{@I Infiltration from an hex @B adjacent to and in the field of fire of a @Nondisrupted position, to a similar hex. +@ListItem{@I Infiltration from an hex @B adjacent to and in the @Fof of a @Undisrupted position, to a similar hex. @BulletList - @ListItem{Draw 1 card, respect @I Depth marker condition, but not @I {Concentrated target} after the move.} - @ListItem{Lose @Step on matching @B color and @B{sym}bol.} - @ListItem{On step loss, may complete the move or stay in the starting hex.} + @ListItem{Draw @B 1 card, lose 1 @Step on matching @B{sym}bol, @B color and strictly matching symbols and @Depth count.} + @ListItem{@I {Concentrated target} is not considered even if the move puts 5+ steps in the destination hex.} + @ListItem{On step loss, you may complete the move or stay in the starting hex.} @ListItem{HQ and Generals may not attempt to infiltrated on their own.} - @ListItem{Draw 2 cards if infiltrating past 2 German positions.} + @ListItem{If Infiltrating past 2 German positions, lose @Step on matching @B{sym}bol and either position @B color.} @RawEndList } @EndList @@ -332,33 +339,36 @@ y{foot+ysize+1c} @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{Ranged fire to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} +@ListItem{Each unit participating to the attack must conduct an action (exact same action for stacked units).} +@ListItem{An attack must include at least 1 infantry or @I ranger infantry unit adjacent to the target.} @ListItem{@B Infantry and @B {heavy infantry} units @I {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 ?? -#@ListItem{@B {Heavy infantry} may attack across a bluff or cliff hexside if another infantry unit is attacking from an adjacent hex through an allowed hexside.} +@ListItem{@B {Heavy infantry} may support an attacking infantry across a @PBlue bluff or @PBlue cliff hexside.} @ListItem{@B Tank, @B {anti-tank} and @B {anti-aircraft} units in range may support the attack if either: @BulletList @ListItem{it is adjacent to the target hex.} - @ListItem{it is adjactent to attacking infantry at any range.} + @ListItem{it is adjactent to an attacking infantry at any range.} # https://boardgamegeek.com/thread/1340946/article/36400529#36400529 @ListItem{it is in command of any HQ or General.} - @ListItem{at least 1 attacking infantry unis is in commad of any HQ or General.} + @ListItem{at least 1 attacking infantry unis is in commad of any HQ or General.} # https://boardgamegeek.com/thread/2026309/article/29552476#29552476 @RawEndList } -#@ListItem{An Artillery in range but not adjacent to the target can support if it is: @ListItem{An @B Artillery may support the attack if it is: @BulletList @ListItem{in range but not adjacent to the target.} - @ListItem{in command of an HQ that is also in command of attacking infantry at any range.} - @ListItem{not in the field of fire of the attacked hex, unless it is @I armored.} + @ListItem{and in command of an HQ (not General) that is also in command of an attacking infantry at any range.} # https://boardgamegeek.com/thread/2468931/article/35380374#35380374 + @ListItem{and not in the @Fof of an @Undisrupted german unit, unless it is @I armored.} @RawEndList } -@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.} -@ListItem{@I {@B FL Flanking} : requires attacking from two hexes that are adjacent to the target but not to each other.} -@ListItem{@I {@B FL Flanking} : if the unit and @I Depth marker require it, the attack must be conducted from 3+ hexes.} +@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) @B or a @B +1 to the attack, @B {not cumulative}.} +@ListItem{@I {@B FL Flanking} : requires attacking from 2 hexes that are adjacent to the target but not to each other.} +@ListItem{@I {@B FL Flanking} : if the unit and @Depth marker require it, the attack must be conducted from 3+ hexes.} @ListItem{@I {@B RD Radio} : an infantry in command of an HQ, attacking from an adjacent hex is considered having a radio.} -@ListItem{A @B {Naval fire}, may support if 1 attacking infantry at any range has a radio or is in command of an HQ.} +@ListItem{A @B {Naval fire}, may support if at least 1 attacking infantry has a radio or is in command of an HQ. + @BulletList + @ListItem{it will provide a @B +9 to the attack.} + @ListItem{or the @B NA, @B AR and @B DE weapons.} + @RawEndList +} @EndList #@LP #@Include{ german_defense.lou } @@ -369,11 +379,11 @@ y{foot+ysize+1c} @ListItem{HQs and Generals are not affected by the results of an attack.} @ListItem{German defensive benefits from the least advantageous hexside.} @ListItem{A US unit can attack from the top of a bluff, treat it as an attack across a slope hexside.} -#@ListItem{In communication units of the 352 @Sup th (Grey{@Char slash}Brown) @I withdraw in @I {Division Reinforcement Box} instead of being @Eliminated.} -@ListItem{@Defeated : 352 @Sup th units (Grey{@Char slash}Brown) in communication @I withdraw in @I {Division Reinforcement Box}.} +@ListItem{In communication 352 @Sup th units (Grey{@Char slash}Brown) when @Defeated @I withdraw in @I {Division Reinforcement Box}.} +#@ListItem{@Defeated 352 @Sup th units (Grey{@Char slash}Brown) if in communication @I withdraw in @I {Division Reinforcement Box}.} @EndList @PP -#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. +#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. FIXME @End @SubSection @@ -384,11 +394,11 @@ y{foot+ysize+1c} @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: @BulletList - @ListItem{it is in the field of fire of the poisition.} - @ListItem{an @Nondisrupted infantry is in the field of fire.} + @ListItem{it is in the @Fof of the poisition.} + @ListItem{or an @Undisrupted infantry is and either the tank or the infantry is in command of an HQ or a General.} @RawEndList } -@ListItem{In the later case, the @B tank or the infantry must be in command of an HQ or a General.} +#@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 } @@ -399,15 +409,16 @@ y{foot+ysize+1c} #@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 in range but not adjacent to a German hex can barrage it if all the following 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.} + #@ListItem{if not armored, it can't be in a @Fof.} + @ListItem{it is not in a @Fof unless armored.} + @ListItem{it is in the @Fof of the target or an @Undisrupted infantry in command of the same HQ or CP is.} + @ListItem{barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} @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 @@ -416,11 +427,11 @@ y{foot+ysize+1c} @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 @Nondisrupted infantry unit is in the field of fire of the targeted German hex.} + @ListItem{an @Undisrupted infantry unit is in the @Fof of the targeted German hex.} @ListItem{it has a radio or it's in command of an HQ.} @RawEndList } -@ListItem{For @B free, place a @I Disrupted marker on the target and remove Depth marker if any.} +@ListItem{For @B free, place a @Disrupted marker on the target and remove @Depth marker if any.} @EndList @End @SubSection @@ -432,25 +443,26 @@ y{foot+ysize+1c} @Section @Title {US Engineers} @NewPage { no } @Begin @BulletList -@ListItem{Clear @I {Beach Obstacles} that are not in the fiels of fire of an activated German position. +@ListItem{Clear @I {Beach Obstacles} that are not in the @Fof of an @Undisrupted and 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.} + @ListItem{Turn 24+ : all obstacles are considered cleared.} @RawEndList } @EndList @BulletList -@ListItem{@Ext 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}. +@ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division.} +@ListItem{It must be in a @Beach hex not in the @Fof of an @I occupied or in communication German position.} +#@ListItem{Establish 1 base per Sector, in a @Beach hex not in @Fof of an @I occupied or in communication position.} +@ListItem{A base may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.} +@ListItem{The following benefits are in force within an @B {Engineer Base}'s range of operations: @BulletList - @ListItem{@B Garrison each @I unoccupied position, not in the field of fire of a German unit + @ListItem{@B Garrison each @I unoccupied position, not in the @Fof 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 @I pavillon and in @I draws are considered cleared.} - @ListItem{@B {Traffic management} : units move for froo if they begin their move in a @I beach or @I pavillon or @I draw hex.} + @ListItem{@B {Traffic management} : units move for free if they begin their move in a @Beach or @I pavillon or @I draw hex.} @RawEndList } @EndList @@ -462,12 +474,13 @@ only if not in the field of fire of an @I occupied or in communication German po @Section @Title {US Command Posts @Ext} @NewPage { no } @Begin @BulletList -@ListItem{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: +@ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can establish a @B {Command Post}.} +#@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the @Fof of an @I occupied or in @I communication German position.} +@ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides it it's range: @BulletList - @ListItem{free actions.} - @ListItem{radio.} - @ListItem{tank and artillery ranged fire coordination.} + @ListItem{Free actions.} + @ListItem{@B RD Radios.} + @ListItem{Tank and artillery ranged fire coordination.} @RawEndList } @ListItem{Command range cannot extend through German units.} @@ -479,7 +492,7 @@ only if not in the field of fire of an @I occupied or in communication German po ################################################################################ -@Section @Title {Tables} @NewPage { yes } @Begin +@Section @Title {Tables} @NewPage { no } @Begin @LLP @BeginSubSections @SubSection @Title {US Units} @Begin @@ -513,7 +526,7 @@ only if not in the field of fire of an @I occupied or in communication German po @SubSection @Title {US barrage} @Begin @LLP @Include{ us_barrage.lou } -@LLP @LLP @LLP +@LLP @LLP #@LLP @End @SubSection @SubSection @Title {US Weapons} @Begin @LLP |