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-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou209
1 files changed, 141 insertions, 68 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 434c1c8..1c0b63b 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -15,8 +15,8 @@
@ListLabelWidth { 1.00f @OrIfPlain 5s }
}
@Use { @DocumentSetup
- @TopMargin { 2.0c @OrIfPlain 6f }
- @FootMargin { 1.0c @OrIfPlain 6f }
+ @TopMargin { 0.5c @OrIfPlain 6f }
+ @FootMargin { 0.5c @OrIfPlain 6f }
@OddLeftMargin { 1.7c @OrIfPlain 10s }
@OddRightMargin { 1.5c @OrIfPlain 10s }
@EvenLeftMargin { 1.7c @OrIfPlain 10s }
@@ -119,7 +119,7 @@ def @VCard right x { black @Colour @CurveBox margin {.1c} 6.3c @Wide 8.7c @High
@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 @Beach hex.} # rules only says is delayed
+ @ListItem{during @I{high tide}, is in a @I {Beach Landing Box} that does not point toward a @Beach hex.} # rules only says is delayed
@RawEndList
}
@ListItem{HQs and Generals
@@ -138,12 +138,12 @@ On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes}
@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.}
+#@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 @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).}
@@ -152,6 +152,9 @@ On Placing Units in @I {Beach Landing Boxes}
@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
+@BulletList
+@ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.}
+@EndList
@End @Section
################################################################################
@@ -162,20 +165,25 @@ On Placing Units in @I {Beach Landing Boxes}
@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, @Beach or @I pavillon adjacent to the @Beach.}
+@ListItem{The path is blocked by US controlled hexes, @I 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.}
+@ListItem{An unoccupied @I Reinforcement position may be in @PBlue Communication even if it's in US control.}
+@ListItem{German communication is established at the beginning of the German Fire phase or US attack.}
@EndList
+@BulletList # FIXME : event Sector -> othe Sector -> None
+@ListItem{@Depth marker added to German units by event card or US attack.
@BulletList
-@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 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
- @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{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 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
+ @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} # FIXME unit in a reinforcement position instead.
+ @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.}
+ @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.}
+ @RawEndList
+ }
@RawEndList
}
@EndList
@@ -183,18 +191,25 @@ On Placing Units in @I {Beach Landing Boxes}
@BulletList
@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{Drawn @I Reinforcement from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.}
@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.}
+ @ListItem{Placed in the lowest number, adjacent to a US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.}
@RawEndList
}
+@EndList
+
+@BulletList
@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.}
+ @ListItem{Drawn from the @I {Tactical Reinforcement Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.}
+ @ListItem{Placed faced down in an empty, in communication @PBlue @I Reinforcement position.}
+ @ListItem{Placed in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright lowest number (no ID @Sym arrowright 0).} # FIXME : 9.41
@RawEndList
}
-@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.}
+@EndList
+
+@BulletList
+@ListItem{On @PBlue {Kampfgruppe Meyer} event : add 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement Pool} and @I Mobile @Depth @I Pool.}
@EndList
@End @Section
@@ -207,24 +222,24 @@ On Placing Units in @I {Beach Landing Boxes}
@Include{ german_actions.lou}
@LP
@Place
-x{right-xsize}
-y{foot+ysize+0.3c}
+x{right - xsize - 1.5c}
+y{foot + 0.9c}
{
@IncludeGraphic "imgs/advance.eps"
}
@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.
+#@ListItem{occupied positions conducts actions on double symbol if with @Depth. (Exception Re-SUPPLY action).}
+@ListItem{@PPurple RE-OCCUPY : each position hex with face up previously eliminated WN unit(s) without artillery.
@BulletList
@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 RE-SUPPLY : add a @Depth marker if in communication (doubel symbol does not require @Depth).}
@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{priorities : @B VP @Sym arrowright lowest ID (no ID @Sym arrowright 0) @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
@@ -232,9 +247,9 @@ y{foot+ysize+0.3c}
@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{mortar range is @B 3 hexes from a @I {Reinforcement position}.}
+ @ListItem{mortar range is @B 2 hexes from a @I {WN position} towards @I draw and high ground hexes.}
+ @ListItem{mortar range is @B 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
}
@@ -244,9 +259,9 @@ y{foot+ysize+0.3c}
@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 ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire even if not in Communication.}
@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).
+@ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are empty, chose A7).
@BulletList
@ListItem{@B advance if the @I {advance arrow} points toward an empty or US occupied position and either:
@BulletList
@@ -275,11 +290,11 @@ y{foot+ysize+0.3c}
################################################################################
-@Section @Title {German Fire} @NewPage { no } @Begin
+@Section @Title {German Fire} @NewPage { yes } @Begin
@BulletList
@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{@Disrupted units may not fire, do not project @I{Field of Fire} and do not contribute to the possible hits count.}
+@ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign German units + @Sym numbersign @Depth markers, @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 @Intense or @Steady @Fof may be hit, not @Disrupted.}
@@ -297,9 +312,10 @@ y{foot+ysize+0.3c}
#@LP @LP
@BulletList
@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{Attempt to hit as many US units as possible, @I leaders are hit @B last only on @I {Leader hit bonus} and are not @Disrupted.}
@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 lone General does not inhibit German fire or communication and is removed if a German unit enters its hex.}
@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
@@ -315,7 +331,7 @@ y{foot+ysize+0.3c}
@BulletList
@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):
+@ListItem{@I {Target priority} (same sector @Sym arrowright most steps within the following):
@BulletList
@ListItem{An infantry unit in a @I {Beah Landing Box}.}
@ListItem{A non-infantry unit in a @Beach hex.}
@@ -323,7 +339,8 @@ y{foot+ysize+0.3c}
@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.}
+@ListItem{A unit in the @B {Artillery Box} is innactivated if all it's listed observer positions are in your control.}
+@ListItem{An observer position is active again when occupied by a German unit or in German communication}
@EndList
@End @Section
@@ -344,14 +361,14 @@ y{foot+ysize+0.3c}
@ListItem{HQs and Generals.}
@ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).}
@RawEndList}
-@ListItem{@B Stacking limit is @B {2 units} per hex, HQs and Generals do not count.}
+@ListItem{@B Stacking limit is @B {2 units} per hex, HQs, Generals and Heroes 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 { no } @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.}
@@ -360,11 +377,11 @@ y{foot+ysize+0.3c}
#@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 @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{@Ext : HQs and Generals move @B 2 hexes, even through @I Bluff hexside.}
+@ListItem{@Ext : tanks move @B 2 hexes along secondary and @B 4 hexes along major roads, must stop in @I uccupied @Intense @Fof.}
+@ListItem{@Ext : infantry, rangers move @B 2 hexes, must stop in @I bocage (unless by road), @Undisrupted @Intense and @Steady @Fof.}
+#@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 (not @Ext) on the infantry (not @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{Units with a @PBlue {climb cliff} marker may conduct 1 of the following @B free actions:
@BulletList
@@ -377,7 +394,7 @@ y{foot+ysize+0.3c}
@BulletList
@ListItem{@I Infiltration from an hex @B adjacent to and in the @Fof of a @Undisrupted position, to a similar hex.
@BulletList
- @ListItem{Draw @B 1 card, lose 1 @Step on matching @B{sym}bol, @B color and strictly matching symbols and @Depth count.}
+ @ListItem{Draw @B 1 card, lose @Step on matching @B{sym}bol and @B color symbol strictly matching with @Depth marker.}
@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.}
@@ -434,15 +451,16 @@ y{foot+ysize+0.3c}
#@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. FIXME
+#@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
-@SubSection @Title {US Tank Barrage} @NewPage { no } @Begin
+@SubSection @Title {US Tank Barrage} @NewPage { yes } @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{Barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.}
@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 position.}
@@ -468,7 +486,6 @@ y{foot+ysize+0.3c}
#@ListItem{it is not in a @Fof unless armored.}
@ListItem{it is not in the @Fof of an @Undisrupted german unit, unless it is @I armored.} # Rule 17.3 Artillery Barrage => added Undisrupted
@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
}
@EndList
@@ -499,22 +516,33 @@ y{foot+ysize+0.3c}
@BulletList
@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.}
+ @ListItem{Turn 24+ : all mid-tide waterline hexes are considered cleared.}
@RawEndList
}
@EndList
+
+@End @Section
+
+################################################################################
+
+@Section @Title {US Engineers Base @Ext} @NewPage { no } @Begin
@BulletList
-@ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division.}
+@ListItem{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:
+@ListItem{An @B {Engineers Base}:
@BulletList
- @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 free if they begin their move in a @Beach or @I pavillon or @I draw hex.}
+ @ListItem{may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.}
+ @ListItem{is never the target of German fire and may not be eliminated.}
+ @ListItem{range does not extend into hexes in the @Fof of an @I occupied German position.}
+ @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 @Fof of a German unit
+ @LLP is un US control, can not be targeted by mortar fire or artillery but 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 (not @I seawall hexsides).}
+ @ListItem{@B {Traffic management} : units move for free if they begin their move in a @Beach or @I pavillon or @I draw hex.}
+ @RawEndList
+ }
@RawEndList
}
@EndList
@@ -526,25 +554,70 @@ y{foot+ysize+0.3c}
@Section @Title {US Command Posts @Ext} @NewPage { no } @Begin
@BulletList
-@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:
+@ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can flip to @B {Command Post} for free.}
+@ListItem{A @B {Command Post}:
+ @BulletList
+ @ListItem{not in the @Fof of an @I occupied position, may @B advance it's range marker.}
+ @ListItem{range is not counted through German units.}
+ @ListItem{can revert to an HQ and conduct a movement action.}
+ @ListItem{is treated as a leader during German fire phase and reverts to HQ if hit.}
+ @ListItem{not in the @Fof of an @I occupied position, provides in it's range :
+ @BulletList
+ @ListItem{free actions.}
+ @ListItem{@B RD weapon.}
+ @ListItem{tank and artillery ranged fire coordination.}
+ @RawEndList
+ }
+ @RawEndList
+}
+#@ListItem{Each @B {Command Post} not in the @Fof of an @I occupied position, may @B advance it's range marker.}
+#@ListItem{A @B {Command Post} provides @Underline{free actions}, @B RD weapon and tank and artillery ranged fire coordination.}
+#@ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides in it's range:
+# @BulletList
+# @ListItem{Free actions.}
+# @ListItem{@B RD Radios.}
+# @ListItem{Tank and artillery ranged fire coordination.}
+# @RawEndList
+#}
+#@ListItem{A @B {Command Post} range is not counted through German units.}
+#@ListItem{A @B {Command Post} can revert to an HQ and conduct a movement action.}
+#@ListItem{A @B {Command Post} is treated as a leader during German fire phase and reverts to HQ if hit.}
+@EndList
+
+@End @Section
+
+################################################################################
+
+@Section @Title {Winnig and losing} @NewPage { yes } @Begin
+
+@BulletList
+@ListItem{you immediatly lose if a division loss box reaches 8 units, @Ext : 14 units.}
+@ListItem{@B{19+ VP} is a victory, @Ext : @B {25+ VP}
+ @BulletList
+ @ListItem{@B {1 VP} for each WN position you control, @B 2 or @B 0 @B VP for a 2 hexes position.}
+ @ListItem{@B {1 VP} for each German reinforcement position you control.}
+ @ListItem{@B {5 VP} for each draw totally under US control, in communication and not in the @Fof of any German unit.}
+ @RawEndList
+}
+@ListItem{@Ext : @B{40+ VP} is a victory
+ @BulletList
@BulletList
- @ListItem{Free actions.}
- @ListItem{@B RD Radios.}
- @ListItem{Tank and artillery ranged fire coordination.}
+ @ListItem{@B {1 VP} for each of the 42 @B VP positions in your control.}
+ @ListItem{@B {4 VP} for each draw totally under US control and cleared.}
+ @ListItem{@B {1 VP} for each non-infantry, non-HQ unit on the high ground at the end of play (cumulative with next point).}
+ @ListItem{@B {1 VP} for each armor, infantry @B step that moves off the map from a lettered and in communication exit.}
+ @ListItem{@B {1 VP} for each ranger infantry @B step that moves off the map from exit F or G, evin if not in communication.}
+ @ListItem{@B {-1 VP} for each WN not under US control.}
+ @ListItem{@B {-1 VP} for each German unit in the Kampfgruppe Meyer box, not @Depth.}
@RawEndList
}
-@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 @Section
################################################################################
-@Section @Title {Tables} @NewPage { yes } @Begin
+@Section @Title {Tables} @NewPage { no } @Begin
@LLP
@BeginSubSections
@SubSection @Title {US Units} @Begin