diff options
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 09abce0..1a14dbf 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -131,10 +131,10 @@ On Placing Units in @I {Beach Landing Boxes} @EndList @BulletList -@ListItem{@PBlue @I Reinforcement triggered by event are: +@ListItem{@PBlue @I Reinforcement triggered by event card draw are: @BulletList @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 faced down in an empty, @B 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 } @@ -246,7 +246,7 @@ y{foot+ysize+0.3c} #@Include { german_fire.lou } #@LP @LP @BulletList -@ListItem{US units lose @Step @B {max}, @Ext : @Step @B max by position firing at the US unit.} +@ListItem{US units lose @Step @B {max} per phase, @Ext : @Step @B max per 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.} @@ -289,7 +289,7 @@ y{foot+ysize+0.3c} @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{An 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} (in command).} @@ -356,8 +356,8 @@ y{foot+ysize+0.3c} @ListItem{An @B Artillery may support the attack if it is: @BulletList @ListItem{in range but not adjacent to the target.} - @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.} + @ListItem{@B 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{@B 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) @B or a @B +1 to the attack, @B {not cumulative}.} @@ -395,7 +395,7 @@ y{foot+ysize+0.3c} @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 @Fof of the poisition.} + @ListItem{it is in the @Fof of the position.} @ListItem{or an @Undisrupted infantry is and either the tank or the infantry is in command of an HQ or a General.} @RawEndList } @@ -411,7 +411,7 @@ y{foot+ysize+0.3c} #@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 following conditions are met : -@ListItem{An @B Artillery can barrage as a @B tank can if all the following conditions are met : +@ListItem{An @B Artillery can barrage under the same conditions as a @B tank, if @B all the following conditions are met : @BulletList @ListItem{it is in command of an HQ or a CP.} #@ListItem{if not armored, it can't be in a @Fof.} @@ -429,7 +429,7 @@ y{foot+ysize+0.3c} @ListItem{Any German hex except @I {Unrevealed Reinforcement} positions can be barraged if both: @BulletList @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.} + @ListItem{@B and it has a radio or it's in command of an HQ.} @RawEndList } @ListItem{For @B free, place a @Disrupted marker on the target and remove @Depth marker if any.} @@ -446,8 +446,8 @@ y{foot+ysize+0.3c} @BulletList @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 2-6 : clear at most @B 2 hexes per sector.} + @ListItem{Turn 7-15 : clear at most @B 1 hex per sector.} @ListItem{Turn 24+ : all obstacles are considered cleared.} @RawEndList } @@ -514,9 +514,9 @@ y{foot+ysize+0.3c} @LLP @Include{ us_move.lou } @End @SubSection -@SubSection @Title {US attack} @NewPage { yes } @Begin +@SubSection @Title {US barrage} @NewPage { yes } @Begin @LLP -@Include{ us_attack.lou } +@Include{ us_barrage.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {German Defense} @Begin @@ -524,9 +524,9 @@ y{foot+ysize+0.3c} @Include{ german_defense.lou } @LLP @LLP @LLP @End @SubSection -@SubSection @Title {US barrage} @Begin +@SubSection @Title {US attack} @Begin @LLP -@Include{ us_barrage.lou } +@Include{ us_attack.lou } @LLP @LLP #@LLP @End @SubSection @SubSection @Title {US Weapons} @Begin |