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-rw-r--r--EnemyActionArdennes/EAA-cards.lou41
1 files changed, 40 insertions, 1 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou
index 3d9687c..628d1b8 100644
--- a/EnemyActionArdennes/EAA-cards.lou
+++ b/EnemyActionArdennes/EAA-cards.lou
@@ -432,6 +432,43 @@ def @GameStart { @HCard {
@EndList
} }
+def @AlliedActivation { @VCard {
+ @Title {@GS @Allied Activation}
+ /.3v
+ @BulletList
+ # - 10.71 FIXME do not activate a Corps with 1 unit
+ @ListItem{a formation is @B eligible for @B activation if at least @B 1 unit is :
+ @BulletList
+ @ListItem{@B not @I Surrounded @B but in danger of @I Surround, @B not in a @B VP hex}
+ @ListItem{@I Dispersed or @I OutOfContact or @I Wandering}
+ @ListItem{eligible to place an @B IP (in @I Supply, not in @City)}
+ @ListItem{@Day 19+ can reinforce and reach a @B 2:1 with a @I Proximate enemy}
+ @RawEndList}
+ @ListItem{first activate @B Wandering behind enemy lines @Asc :
+ @BulletList
+ @ListItem{@B out of @I Communication, @B not in @City, @B not @I Surrounded}
+ @ListItem{@B reach an hex in @I Communication @Sym arrowdblright @I Westwall @Sym arrowdblright @City}
+ #@ListItem{perform a single move to @B reach an hex that /.3v reestablish @I Communication @Sym arrowdblright @I Westwall @Sym arrowdblright @City}
+ @ListItem{or roll |3p @B 1 :^ @B 1 hex in rearward direction /.3v |3p @B 2-6 :^ place in calendar @B n days ahead} #, @B 7+ does @B nothing}
+ @ListItem{@B {tie breaker} : closest to an in @I Supply @Allied @Sym arrowdblright westernmost}
+ @RawEndList}
+ @ListItem{draw @B 3 action cards @Asc @Sym arrowdblright add @B IP @Sym arrowdblright remove @I Dispersed}
+ # check all lead units int # selector, then next card
+ # @ListItem{@B subject : @B unit : lead, @B {unit{@Sym slash}stack} : lead + any other unit stacked with it, @B {unit{@Sym slash}stack and other active unit} : above + active proximate to target}
+ @ListItem{@B {Unit{@Sym slash}Stack} : the lead unit and any units it the same hex}
+ @ListItem{@B {Protect VP} : do not attack from a @B VP hex with < @B 4 steps /.4v do not vacant if @I Proximate or within @B 2 hexes of @German}
+ # https://boardgamegeek.com/thread/2044442/article/29803810#29803810
+ @ListItem{@B {Situational strength} (@Atk {@Sym slash}2 accross @I River) @Def :
+ @BulletList
+ @ListItem{@B x2 : @I City, @I Westwall}
+ @ListItem{@B +1 : non-{@B VP} Town, @I Forest, @B IP}
+ @ListItem{@B -1 : @I Clear, @I OutOfSupply, @I OutOfFuel}
+ @ListItem{@B -2 : @I Isolated}
+ @RawEndList}
+ @ListItem{@B {@Allied move} @Asc : @B @Sym emptyset hex @Sym arrowdblright most @B{MP}s @Sym arrowdblright @B fewest @Allied}
+ @EndList
+} }
+
def @NextCard { @VCard {
@Title {@GS Title}
/.3v
@@ -464,10 +501,12 @@ def @NextCard { @VCard {
@Display @CombatRetreat
@Display @CombatAdvance
@Display @GameStart
+@Display @AlliedActivation
# TODO
-# - Allied Activation 10.0 10.1
+# - 10.64 redeploying out-of-contact units to attack
# - Replacement 17.0
+# - German Reseve deployment
# - Deploying British XXX Corps 9.6 && OKW 7.4
# - Daily Sequence of Play
# - 2P Reseve deployment