diff options
Diffstat (limited to 'DDayAtOmahaBeach/DDayOmaha.lou')
-rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 21b5084..09abce0 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -155,36 +155,37 @@ On Placing Units in @I {Beach Landing Boxes} @LP @Include{ german_actions.lou} -@LP @LP -Unoccupied positions conduct action regardless of whether the color symbol is single or double. +@LP @Place x{right-xsize} -y{foot+ysize+0c} +y{foot+ysize+0.3c} { @IncludeGraphic "imgs/advance.eps" } -@LP @BulletList +@ListItem{A position occupied by @Disrupted units do not perform actions, remove the @Disrupted marker instead.} +@ListItem{Unoccupied positions conducts actions regardless of whether the color symbol is single or double.} +#@ListItem{Occupied positions conducts actions on double symbol if with @Depth. (Exception Re-SUPPLY action).} @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.} + @ListItem{ No re-occupation if 1 of a 2 hexes WN is occupied by US. Re-occupy hexes closest to US units first. } @RawEndList } @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, in communication, with target. +@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with targets. @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 @Intense or @Steady @Fof.} +@ListItem{@PPurple REINFORCE : if @B VP @I position or US units in @Intense or @Steady @Fof, place @I Reinforcement + @Depth.} @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 @Beach and adjacent @I pavillon hexes.} - @ListItem{Treat all hexes in range as if in the position's steady @Fof.} + @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 @Intense and @Steady @Fof. @@ -197,7 +198,7 @@ y{foot+ysize+0c} @ListItem{@PPurple AMBUSH : 1 unit of any type with @B matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} @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: + @ListItem{@B advance if the @I {advance arrow} points toward an empty or US occupied position and either: @BulletList @ListItem{there is no US units in the @Fof.} @ListItem{the german unit has a @Depth marker and is @I unrevealed.} |