diff options
Diffstat (limited to 'EnemyActionArdennes')
-rw-r--r-- | EnemyActionArdennes/EAA-cards.lou | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/EnemyActionArdennes/EAA-cards.lou b/EnemyActionArdennes/EAA-cards.lou index af0535b..1f12afe 100644 --- a/EnemyActionArdennes/EAA-cards.lou +++ b/EnemyActionArdennes/EAA-cards.lou @@ -76,11 +76,11 @@ def @Roadblocks { @VCard { @BulletList @ListItem{once per @Underline Activation, @B place a @I Roadblock on a roll @Sym lessequal @B HV /.3v when a @German unit moves{@Sym slash}advance into a hex @B adjacent to : - @TaggedList - @TagItem{@Bullet}{an empty @I Position, in @Allied @I Supply, on a @B Road hex} - @TagItem{@Bullet}{not a @German @City or adjacent to a @German unit} - @TagItem{@Star}{if @B HV < @B 5 : not in @Allied @B ZOC} - @TagItem{@Star}{if @Day 20+ : only if @B VP} + @BulletList + @ListItem{an empty @I Position, in @Allied @I Supply, on a @B Road hex} + @ListItem{not a @German @City or adjacent to a @German unit} + @ListItem{if @B HV < @B 5 : not in @Allied @B ZOC} + @ListItem{@Day 20+ : only if @B VP} @RawEndList} @EndList /.2v @@ -90,8 +90,8 @@ def @Roadblocks { @VCard { @ListItem{an @Allied unit @B enters its hex} @ListItem{during @Underline{Supply Phase} it is @I{OutOfCom} with @German @B or @Allied} @ListItem{during @Underline{@German Activation} it is @B adjacent to an active unit : - @TaggedList - @TagItem{@Star}{if in @I Supply or @B VP, replace it on a roll @Sym lessequal @B HV + @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{@B same as closest unit : @I division @Sym arrowdblright @I corps @Sym arrowdblright @I army, @B lowest @Char numbersign} @@ -166,16 +166,16 @@ def @States { @VCard { @ListItem{@B {no ZOC} unless stacked, in @City, @German in @I Westwall} @RawEndList /.6v} @ListItem{@B @Underline Dispersed : - @TaggedList - @TagItem{@Bullet}{has @B{no ZOC}} - @TagItem{@Bullet}{may @B not move, attack, advance after combat or build an @B IP} - @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{has @B{no ZOC}} + @ListItem{may @B not move, attack, advance after combat or build an @B IP} + @ListItem{may retreat @B {only 1} hex (alos applies to units stacked with it)} + @ListItem{if all defending units are @I Dispersed : @BulletList @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 + @ListItem{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve} # https://boardgamegeek.com/thread/2152674/article/31279171#31279171 @RawEndList /.6v} @ListItem{@B @Underline OutOfFuel : @BulletList |