diff options
Diffstat (limited to 'EnemyActionArdennes')
-rw-r--r-- | EnemyActionArdennes/EAA-cards.lou | 32 |
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} |