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-rw-r--r--EnemyActionArdennes/EAA-cards.lou33
1 files changed, 18 insertions, 15 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou
index adf8c02..e32c7cf 100644
--- a/EnemyActionArdennes/EAA-cards.lou
+++ b/EnemyActionArdennes/EAA-cards.lou
@@ -59,12 +59,14 @@ def @City { @I City{@Char slash}@I Town}
def @Asc {@Ding a76 @Sym numbersign}
def @Desc {@Ding a77 @Sym numbersign}
+def @Line { /.3c |.35c {rgb .3 .7 .9} @Colour @OneRow { 0 0 moveto xsize 0 lineto 0.4 pt setlinewidth stroke } @Graphic }
+def @LineA { /.3c @OneRow { 0 0 moveto xsize 0 lineto 1 pt setlinewidth stroke } @Graphic }
+
def @Roadblocks { @VCard {
@Title {@GS @B Roadblocks}
/.2v
@BulletList
@ListItem{the hex is considered empty}
-#@ListItem{it only @B impacts German units:
@ListItem{it has the following @B effects on @German units:
@BulletList
@ListItem{it @B blocks @I move, @I Proximity, @I Supply}
@@ -87,12 +89,12 @@ def @Roadblocks { @VCard {
@BulletList
@ListItem{if in @I Supply or @B VP, replace it on a roll @Sym lessequal @B HV
@BulletList
- @ListItem{with an @Allied reserve or then @I{OutOfContact}}
+ @ListItem{with an @Allied @I Reserve or then @I{OutOfContact}}
@ListItem{@B same as closest unit : @I division @Sym arrowdblright @I corps @Sym arrowdblright @I army, @B lowest @Char numbersign}
@RawEndList}
@RawEndList}
@RawEndList /.4v}
- @ListItem{@B {move} : move, advance or reinforce}
+ @ListItem{@B {move} : move, advance or @Underline reinforce}
@ListItem{@B {check priority} : highest @B HV @Sym arrowdblright @B westernmost}
@EndList
} }
@@ -110,7 +112,6 @@ def @Reserve { @VCard {
@ListItem{not in @Allied @B ZOC unless:
@BulletList
@ListItem{@B HV is @B 5+ @B or deployment fixes @I OutOfCommunication}
- #@ListItem{@B or deployment fixes @I OutOfCommunication}
@RawEndList}
@RawEndList /.4v}
@ListItem{@B @Underline {Method B} @Day 18+ @Asc @I Reserve
@@ -167,7 +168,8 @@ def @States { @VCard {
@ListItem{@Atk may disregard @B{1 hit}}
@ListItem{@Def may @B not use @I CombatTactic, @Allied do @B not draw a card}
@RawEndList}
- @ListItem{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve} # https://boardgamegeek.com/thread/2152674/article/31279171#31279171
+ # https://boardgamegeek.com/thread/2152674/article/31279171#31279171
+ @ListItem{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve}
@RawEndList}
@ListItem{@B @Underline OutOfFuel :
@BulletList
@@ -332,8 +334,8 @@ def @CombatResolution { @VCard {
@ListItem{@B {Allied @Atk} (step loss priority : @B {most steps stack}) :
@BulletList
@ListItem{1 @Sup st hit : @B {1 @Sup st step loss}}
- @ListItem{2 @Sup nd hit : @B {2 @Sup nd step loss} if @Sym greaterequal @B 4 steps or @I Dispersed}
-# @ListItem{2 @Sup nd hit : @I Dispersed if @Sym less @B 4 steps or @B {2 @Sup nd step loss}}
+# @ListItem{2 @Sup nd hit : @B {2 @Sup nd step loss} if @Sym greaterequal @B 4 steps or @I Dispersed}
+ @ListItem{2 @Sup nd hit : @I Dispersed if @Sym less @B 4 steps or @B {2 @Sup nd step loss}}
@ListItem{3 @Sup rd hit : @I Dispersed}
@ListItem{4{@Sup th}+ hit : @B {2 @Sup nd step loss} or @B ignore}
@RawEndList}
@@ -414,20 +416,20 @@ def @GameStart { @HCard {
gap {.5v}
@ListItem{@GS @Allied 424.106.XVIII infantry @Sym arrowdblright @I Reserve, @Allied 16.1.V infantry @Sym arrowdblright hex 0608}
@ListItem{@VS @German first plays @B 3 @I Impulses in a row (@Allied can't play any card) in which he:}
- @ListItem{@GS @B first @I Impulse hand is @B 9 cards not @B 6, @Allied Command Level is 10, he:
+ @ListItem{@GS @B first @I Impulse hand is @B 9 cards not @B 6, @Allied Command Level is @B 10, he:
@BulletList
@ListItem{@VS @B must activate formations in @B {different corps}, may @B not activate a @B {unit twice}}
@ListItem{may only play a card for @I Activation or @I CombatTactic}
@ListItem{may @B {only attack}, not move except for advance after combat and @I {Reinforce Battle}}
- @ListItem{@GS do not draw @I CommandCards for @Allied units under attack}
+ @ListItem{@GS do @B{not draw} @I CommandCards for @Allied units under attack}
@RawEndList}
# German traffic jam : https://boardgamegeek.com/thread/2213308/article/32122762#32122762
- @ListItem{only @B 1 @German unit @B {per activation} may cross a @I Bridge (another may as if unbridged)}
+ @ListItem{only @B 1 @German unit @B {per activation} may @B cross a @I Bridge (another may as if unbridged)}
@ListItem{@Allied @B infantry move only @B {1 hex} (unless via @I {Reinforce Battle} or @VS @I {Raise the Alarm})}
@ListItem{@VS @Allied may @B not blow @I Bridges or play @I Artillery, but may play @I {Corps Artillery}}
@ListItem{@GS @Allied @I Engineers do @B not blow @I Bridges, only place @I Roadblock or @B IP}
@ListItem{@GS @Allied @I Tactic Artillery is treated as a @B {no tactic}, @I {Corps Artillery} still occurs}
- @ListItem{@GS @Allied do not deploy more than @B 1 unit from the @I Reserve}
+ @ListItem{@GS @Allied do @B{not deploy} more than @B 1 unit from the @I Reserve}
@ListItem{@GS @Allied VIII.9A are also deployed by the XVIII Corps, within the VIII Corps area}
@EndList
} }
@@ -466,10 +468,11 @@ def @NextCard { @VCard {
@Display @GameStart
# TODO
+# - Allied Activation 10.0 10.1
+# - Replacement 17.0
+# - Deploying British XXX Corps 9.6 && OKW 7.4
+# - Daily Sequence of Play
# - 2P Reseve deployment
-# - Replacement
-# - Isolated -> step loss
-# - Daily Sequenc of Play
-# - Allied Activation
+# - Bridge Demolition 17+ in Allied Supply 1-2
@End @Text