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-rw-r--r--DDayAtOmahaBeach/DDayOmaha.lou40
-rw-r--r--DDayAtOmahaBeach/DDayOmaha.pdfbin95303 -> 96204 bytes
2 files changed, 20 insertions, 20 deletions
diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou
index 88c43bd..2e80dfd 100644
--- a/DDayAtOmahaBeach/DDayOmaha.lou
+++ b/DDayAtOmahaBeach/DDayOmaha.lou
@@ -53,14 +53,14 @@ 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 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 @I beach hex,
#is placed @Pblue {2 turns} after the current.}
@BulletList
colgap { 1.0c }
-@ListItem{A unit is delayed and placed @Turns 2 after the current if it either:
+@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.}
+ @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @I beach hex.}
@RawEndList
}
@ListItem{HQs and Generals
@@ -75,20 +75,20 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT }
#@LP @LP @LP
On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes}
@BulletList
-@ListItem{Turn 7+ : that lands on a beach hex with @I {Uncleared Beach Obstacles}.}
-@ListItem{Turn 16+ : that pass through a beach hex with @I {Uncleared Beach Obstacles}.}
-@ListItem{Turn 23+ : none, all obstacles are considered cleared.}
+@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{@B {Turn 23+} : none, all obstacles are considered cleared.}
@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{Max 2 units per @I {Beach Landing Boxes} (HQs and Generals do not count).}
+@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 Charlie @I {Beach Landing Boxes} (CH).}
-@ListItem{Turn 7+ units may be delayed (place them on another turn).}
-@ListItem{Turn 11+ a unit that has been delayed may be placed in any @I {Beach Landing Box}.}
+@ListItem{Only @I rangers may be placed in @I {Charlie Beach Landing Boxes} (CH).}
+@ListItem{@B {Turn 7+} units may be 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
@@ -111,7 +111,7 @@ On Placing Units in @I {Beach Landing Boxes}
@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 closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.}
+@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
@@ -175,8 +175,8 @@ On Placing Units in @I {Beach Landing Boxes}
@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 draw and high ground hexes.}
- @ListItem{mortar range is 5 hexes from a @I {WN position} towards beach and adjacent pavillon hexes.}
+ @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.}
@RawEndList
}
@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in intense and steady field of fire.
@@ -198,7 +198,7 @@ On Placing Units in @I {Beach Landing Boxes}
@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, bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.}
+ @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{otherwise, 1 unit lose @Step , move any unit in the destination 1 hex out of the route of advance.}
@RawEndList
}
@@ -239,7 +239,7 @@ y{foot+ysize+.8c}
@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 beach landing.}
+@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{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.}
@@ -258,9 +258,9 @@ y{foot+ysize+.8c}
@ListItem{@I {Target priority} (most steps within the above):
@BulletList
@ListItem{An infantry unit in a @I {Landing Box}.}
- @ListItem{A non-infantry unit in a beach hex.}
+ @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 beach hex.}
+ @ListItem{An infantry unit in a @I beach hex.}
@RawEndList
}
@EndList
@@ -290,7 +290,7 @@ y{foot+ysize+.8c}
@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 @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.}
#@EndList
#@LP
@@ -444,8 +444,8 @@ only if not in the field of fire of an @I occupied or in communication German po
@ListItem{@B Garrison each @I unoccupied position, not in the field of fire 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 pavillon and in draws are considered cleared.}
- @ListItem{@B {Traffic management} : units move for froo if they begin their move in a beach or pavillon or draw hex.}
+ @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.}
@RawEndList
}
@EndList
diff --git a/DDayAtOmahaBeach/DDayOmaha.pdf b/DDayAtOmahaBeach/DDayOmaha.pdf
index b4d00bf..c494b6e 100644
--- a/DDayAtOmahaBeach/DDayOmaha.pdf
+++ b/DDayAtOmahaBeach/DDayOmaha.pdf
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