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-rw-r--r--EnemyActionArdennes/EAA-cards.lou32
1 files changed, 16 insertions, 16 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou
index 1aed93e..e37f3e2 100644
--- a/EnemyActionArdennes/EAA-cards.lou
+++ b/EnemyActionArdennes/EAA-cards.lou
@@ -170,8 +170,8 @@ def @States { @VCard {
@TagItem{@Bullet}{may retreat @B {only 1} hex (alos applies to units stacked with it)}
@TagItem{@Star}{if all defending units are @I Dispersed :
@BulletList
- @ListItem{the defender may @B not use @I CombatTactic}
- @ListItem{the attacker may @B{disregard 1} attacker @B hit}
+ @ListItem{@Atk may disregard @B{1 hit}}
+ @ListItem{@Def may @B not use @I CombatTactic, @Allied do @B not draw a card}
@RawEndList}
@TagItem{@Bullet}{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve} # https://boardgamegeek.com/thread/2152674/article/31279171#31279171
@RawEndList /.6v}
@@ -179,7 +179,7 @@ def @States { @VCard {
@BulletList
# https://boardgamegeek.com/thread/1451035/article/28979783#28979783
@ListItem{may @B not attack, move, retreat, advance, deploy from @I Reserve}
- @ListItem{the attacker may @B{disregard 1} attacker @B hit}
+ @ListItem{@Atk may disregard @B{1 hit}}
@ListItem{@B cumulative with @I LowSupply and @I OutOfSupply}
@ListItem{do @B {not cumulate} with @I Isolated, the card is still discarded}
@RawEndList}
@@ -201,7 +201,7 @@ def @SupplyStates { @VCard {
@BulletList
@ListItem{may @B not @B attack or build an @B IP}
@ListItem{if @I mechanized may move @B {only 1} hex}
- @ListItem{@I OutOfSupply only : attacker @B +1 @I CombatChit, @B {disregard 1} hit}
+ @ListItem{@I OutOfSupply only : @Atk @B +1 @I CombatChit, @B {disregard 1} hit}
@RawEndList /.4v}
@ListItem{@B @Underline Isolated @I OutOfSupply + :
@BulletList
@@ -215,7 +215,7 @@ def @SupplyStates { @VCard {
@RawEndList}
@ListItem{does @B not affect the placement of enemy @I Reserve unit}
@ListItem{@AlliedGS : @I Isolated @I OutOfContact can't be taken as @I Reserve.} # FIXME can't find a reference
- @ListItem{@I Isolated only : attacker @B +2 @I CombatChits, @B {disregard all} hits}
+ @ListItem{@I Isolated only : @Atk @B +2 @I CombatChits, @B {disregard all} hits}
@RawEndList}
@EndList
} }
@@ -229,13 +229,13 @@ def @CombatTacticsGS { @VCard {
@ListItem{@B @Atk @B {Assault Coordination} : inactive adjacent stacks may attack}
@ListItem{@A @Def @B {Bug Out}
@BulletList
- @ListItem{@Day 16-18 odds are @Sym greaterequal 3:1 and @I HoldCheck fail : /.2v retreat @B 2 hexes, not @I Dispersed, attacker may advance}
+ @ListItem{@Day 16-18 odds are @Sym greaterequal 3:1 and @I HoldCheck fail : /.2v retreat @B 2 hexes, not @I Dispersed, @Atk may advance}
@ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position}
@RawEndList}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
- @ListItem{@B attacker : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
- @ListItem{@B defender : place an @B IP if possible unless @I {Combat Engineer}}
+ @ListItem{@Atk : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
+ @ListItem{@Def : place an @B IP if possible unless @I {Combat Engineer}}
@RawEndList}
@ListItem{@A @B {Corps Artillery} : like @I Artillery @B and draw a second card}
@ListItem{@G @B {Fixed Artillery} : @I Artillery within @B FAR from a @I Westwall}
@@ -245,8 +245,8 @@ def @CombatTacticsGS { @VCard {
@ListItem{@G @Atk @B {Press the Attack} : @Sym emptyset effects}
@ListItem{@B {Reinforce Battle} : @B 1 stack that did not attack or move in the current @I Activation may move and participate in the combat
@BulletList
- @ListItem{@B {@German defender} : strength : reinforcing @Sym lessequal defending}
- @ListItem{@B @Allied : stack with lowest {@Char numbersign}, preserve @B Line, protect @B VP}
+ @ListItem{@Allied : stack with lowest {@Char numbersign}, preserve @B Line, protect @B VP}
+ @ListItem{@German @Def : strength : reinforcing @Sym lessequal defending}
#@ListItem{@B @Allied : select the stack with lowest numbered units, preserving line and protecting VP hexes takes priority}
@RawEndList}
@ListItem{@A @Def @B Screen : max @I {Combat Chit} @B-2}
@@ -260,11 +260,11 @@ def @CombatTacticsVS { @VCard {
gap {1v}
@ListItem{@B Airpower @Sym slash @B Artillery : linked to @I {Combat Chit}}
@ListItem{@B @Atk @B {Assault Coordination} : inactive adjacent stacks may attack}
- @ListItem{@A @Def @B {Bug Out} : retreat @B 2 hexes, not @I Dispersed, /.2v attacker may advance}
+ @ListItem{@A @Def @B {Bug Out} : retreat @B 2 hexes, not @I Dispersed, /.2v @Atk may advance}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
- @ListItem{@B attacker : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
- @ListItem{@B defender : place an @B IP if possible unless @I {Combat Engineer}}
+ @ListItem{@Atk : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
+ @ListItem{@Def : place an @B IP if possible unless @I {Combat Engineer}}
@RawEndList}
@ListItem{@A @B {Corps Artillery} : like @I Artillery @B but reshuffle if not empty}
@ListItem{@G @B {Fixed Artillery} : @I Artillery within @B FAR from a @I Westwall}
@@ -298,9 +298,9 @@ def @Combat { @VCard {
@TagItem{@Bullet}{@B min @I {Combat Chit} : @Char numbersign @Def @B steps}
@TagItem{@Bullet}{@B max @I {Combat Chit} : @Char numbersign non-@Bracked @Atk @B units:
@BulletList
- @ListItem{+1 for @B each @I CombatTactic played by the @Atk}
- @ListItem{+1 for @B {each 3+} steps @Atk unit}
- @ListItem{+1 if @B 1+ @Atk unit is @B Elite}
+ @ListItem{+1 for @B each @Atk @I CombatTactic}
+ @ListItem{+1 for @B each @Atk @B 3+ steps unit}
+ @ListItem{+1 if @B @Atk has @B Elit units}
@ListItem{+1 if the @Def are @I OutOfSupply}
@ListItem{+2 if the @Def are @I Isolated}
@ListItem{-2 if the @Def played @I Tactic Screen}