diff options
Diffstat (limited to 'DDayAtOmahaBeach')
| -rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.lou | 285 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/DDayOmaha.pdf | bin | 96216 -> 104845 bytes | |||
| -rw-r--r-- | DDayAtOmahaBeach/Makefile | 2 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/german_defense.lou | 4 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/imgs/intense.eps | 28 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/imgs/sporadic.eps | 32 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/imgs/steady.eps | 54 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/us_amphibious.lou | 2 | ||||
| -rw-r--r-- | DDayAtOmahaBeach/us_weapons.lou | 2 | 
9 files changed, 211 insertions, 198 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 diff --git a/DDayAtOmahaBeach/DDayOmaha.pdf b/DDayAtOmahaBeach/DDayOmaha.pdf Binary files differindex 7e3148c..4a33c81 100644 --- a/DDayAtOmahaBeach/DDayOmaha.pdf +++ b/DDayAtOmahaBeach/DDayOmaha.pdf diff --git a/DDayAtOmahaBeach/Makefile b/DDayAtOmahaBeach/Makefile index e0f16a4..a885073 100644 --- a/DDayAtOmahaBeach/Makefile +++ b/DDayAtOmahaBeach/Makefile @@ -1,4 +1,4 @@ -include ../Makefile_lout +include /home/jeyzu/usr/git/asynk-rules/Makefile_lout  DDayOmaha.pdf: DDayOmaha.lou \  	german_fire.lou \ diff --git a/DDayAtOmahaBeach/german_defense.lou b/DDayAtOmahaBeach/german_defense.lou index 7f939c9..07fdc08 100644 --- a/DDayAtOmahaBeach/german_defense.lou +++ b/DDayAtOmahaBeach/german_defense.lou @@ -9,6 +9,6 @@  {  @Rowa A { Terrain } B { Unit Strength } C { Depth Strength }  @Rowb A { Anti-Tank Ditch @Char slash Wall, Orchard, Woods, Shingle} B { @PRed x2 } C { @POrange x1 } -@Rowb A { Bocage, Buildings, Slope } B { @PRed x2 } C { @PRed x2 } -@Rowc A { Bluff, Scaleable Cliff, Sheer Cliff } B { Attack prohibited } +@Rowb A { Bluff down, Bocage, Buildings, Slope } B { @PRed x2 } C { @PRed x2 } +@Rowc A { Bluff up, Scaleable Cliff, Sheer Cliff } B { Attack prohibited }  } diff --git a/DDayAtOmahaBeach/imgs/intense.eps b/DDayAtOmahaBeach/imgs/intense.eps index 879492a..8ba9ec6 100644 --- a/DDayAtOmahaBeach/imgs/intense.eps +++ b/DDayAtOmahaBeach/imgs/intense.eps @@ -1,10 +1,10 @@  %!PS-Adobe-3.0 EPSF-3.0 -%%Creator: cairo 1.17.3 (https://cairographics.org) -%%CreationDate: Fri Nov  6 21:45:10 2020 +%%Creator: cairo 1.17.4 (https://cairographics.org) +%%CreationDate: Fri Sep  3 12:17:18 2021  %%Pages: 1  %%DocumentData: Clean7Bit  %%LanguageLevel: 2 -%%BoundingBox: 29 800 44 815 +%%BoundingBox: 29 806 38 815  %%EndComments  %%BeginProlog  50 dict begin @@ -67,25 +67,25 @@  %%EndSetup  %%Page: 1 1  %%BeginPageSetup -%%PageBoundingBox: 29 800 44 815 +%%PageBoundingBox: 29 806 38 815  %%EndPageSetup -q 29 800 15 15 rectclip +q 29 806 9 9 rectclip  1 0 0 -1 0 842 cm q  0 g -42.738 34.496 m 42.738 38.02 39.883 40.875 36.359 40.875 c 32.836 40.875 - 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30.223 40.512 30.223 36.852 c 30.223 33.191 33.191 30.223 36.852 30.223 - c 40.512 30.223 43.477 33.191 43.477 36.852 c h -43.477 36.852 m f +8.461 4.754 m 8.461 6.805 6.801 8.465 4.75 8.465 c 2.703 8.465 1.039 6.805 + 1.039 4.754 c 1.039 2.707 2.703 1.047 4.75 1.047 c 6.801 1.047 8.461 2.707 + 8.461 4.754 c h +8.461 4.754 m f  0.0627451 0 0 rg -0.92073 w +0.515859 w  0 J  1 j  [] 0.0 d -4 M q 1 0 0 1 0 0 cm -43.477 36.852 m 43.477 40.512 40.512 43.477 36.852 43.477 c 33.191 43.477 - 30.223 40.512 30.223 36.852 c 30.223 33.191 33.191 30.223 36.852 30.223 - c 40.512 30.223 43.477 33.191 43.477 36.852 c h -43.477 36.852 m S Q +4 M q 0.998788 0 0 -1 0 0 cm +8.471 -4.754 m 8.471 -6.805 6.809 -8.461 4.756 -8.461 c 2.706 -8.461 1.04 + -6.805 1.04 -4.754 c 1.04 -2.707 2.706 -1.047 4.756 -1.047 c 6.809 -1.047 + 8.471 -2.707 8.471 -4.754 c h +8.471 -4.754 m S Q  0 g -36.84 30.25 m 36.84 36.891 l 43.562 36.891 l 41.953 32.176 l h -36.84 30.25 m f* -0.283465 w +4.746 1.059 m 4.746 4.777 l 8.508 4.777 l 7.609 2.137 l h +4.746 1.059 m f* +0.158817 w  0 j -q 1 0 0 1 0 0 cm -36.84 30.25 m 36.84 36.891 l 43.562 36.891 l 41.953 32.176 l h -36.84 30.25 m S Q -36.832 43.535 m 36.84 36.891 l 30.113 36.887 l 31.723 41.602 l h -36.832 43.535 m f* -q 1 0 0 1 0 0 cm -36.832 43.535 m 36.84 36.891 l 30.113 36.887 l 31.723 41.602 l h -36.832 43.535 m S Q +q 0.998788 0 0 -1 0 0 cm +4.752 -1.059 m 4.752 -4.777 l 8.518 -4.777 l 7.619 -2.137 l h +4.752 -1.059 m S Q +4.742 8.5 m 4.746 4.777 l 0.98 4.777 l 1.879 7.414 l h +4.742 8.5 m f* +q 0.998788 0 0 -1 0 0 cm +4.748 -8.5 m 4.752 -4.777 l 0.982 -4.777 l 1.881 -7.414 l h +4.748 -8.5 m S Q  Q Q  showpage  %%Trailer diff --git a/DDayAtOmahaBeach/us_amphibious.lou b/DDayAtOmahaBeach/us_amphibious.lou index c2b6680..60783c5 100644 --- a/DDayAtOmahaBeach/us_amphibious.lou +++ b/DDayAtOmahaBeach/us_amphibious.lou @@ -34,7 +34,7 @@  @Rowa A { Turn 4-14 } B { A } C { B } D { C } E { D }  #@Rowb A { INF }  @Rowb A { @IncludeGraphic "imgs/infantry.eps" } -    B { @I {Rangers may} @LLP @Left {[1-4]} } +    B { @I {Rangers !CR{@Sym slash}2} @LLP @I may @Left {[1-4]} }      C { @Left 1 }      D { @Left 4 }      E { @Rightt 1 } diff --git a/DDayAtOmahaBeach/us_weapons.lou b/DDayAtOmahaBeach/us_weapons.lou index ac5fc09..9d56c07 100644 --- a/DDayAtOmahaBeach/us_weapons.lou +++ b/DDayAtOmahaBeach/us_weapons.lou @@ -21,7 +21,7 @@  @B FL - @I Flanking  } }  @Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from adj } C { @B @Sym arrowdblup + MG } -@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from dist } C { BR - BZ - MG - MO - RD } +@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from dist or @LP across bluff{@Sym slash}cliff hexside } C { BR - BZ - MG - MO - RD }  @Rowc A { @IncludeGraphic "imgs/tank.eps" } B { Tank } C { @I {1-5 hex :} AR - BZ @LLP @I {1-3 hex :} BR - MG }  @Rowc A { @IncludeGraphic "imgs/aa.eps" @IncludeGraphic "imgs/mech_aa.eps" } B { Anti-Aircraft } C { BR - MG }  @Rowc A { @IncludeGraphic "imgs/arty.eps" @IncludeGraphic "imgs/mech_arty.eps" } B { Artillery } C { AR - DE - MO }  | 
