diff options
Diffstat (limited to 'FieldOfFire')
-rw-r--r-- | FieldOfFire/FieldsOfFire.lou | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/FieldOfFire/FieldsOfFire.lou b/FieldOfFire/FieldsOfFire.lou index c91d8c4..a8dffbc 100644 --- a/FieldOfFire/FieldsOfFire.lou +++ b/FieldOfFire/FieldsOfFire.lou @@ -26,6 +26,8 @@ def @Reff right x { 6p @Font {x} } def @LOS { @B LOS } def @PDF { @B PDF } def @VOF { @B VOF } +def @Step { @I Step } +def @Steps { @I Steps } def @Cover { @I Cover } def @UpperStory { @I {Upper Story Cover} } def @Smoke { @I Smoke } @@ -113,7 +115,7 @@ def @AirStrike { @I{Air Strike} } @ListItem{1-in-2 if on the same card as a @Incoming @VOF.} @ListItem{2-in-3 if on the same card as a Good Order Enemy unit but no Good Order Friendly unit.} @RawEndList} -@ListItem{If the last Step of a unit with a Field Phone becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} +@ListItem{If the last @Step of a unit with a Field Phone becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} @EndList @End @Section @@ -122,7 +124,7 @@ def @AirStrike { @I{Air Strike} } @ListItem{SCR536 allows communication within Line of Sight, ignoring visibility, but not from under a @Cover marker.} @ListItem{SCR300, PRC25, PRC77, PRC119 and Vehicle Radios can communicate anywhere on the map.} @ListItem{ICOM, PRR, PRC148, PRC152 even allow communication between PLT HQs and Squads on adjacent cards.} -@ListItem{If the last Step of a unit with a Radio becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} +@ListItem{If the last @Step of a unit with a Radio becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} @EndList @End @Section @@ -166,7 +168,7 @@ def @AirStrike { @I{Air Strike} } @Section @Title {Stacking @Reff 5.1.5} @Begin @BulletList -@ListItem{Stacking limit on a card is 16 Steps + 4 vehicles per side, do not count casualties or Steps mounted on vehicles.} +@ListItem{Stacking limit on a card is 16 @Steps + 4 vehicles per side, do not count casualties or @Steps mounted on vehicles.} @EndList @End @Section @@ -195,21 +197,21 @@ def @AirStrike { @I{Air Strike} } @ListItem{You may automatically trace a @LOS into all adjacent cards.} @ListItem{A @LOS is blocked past another card if either border being traced through on that card is dark.} @ListItem{During normal visibility, the maximum @LOS is 3 cards, otherwise it is reduced to adjacent.} -@ListItem{Units in card with @Smoke, @Incoming or @AirStrike cannot see out of it.} +@ListItem{Units in card with @Smoke, @Incoming or @AirStrike cannot see and thus fire out of it.} @ListItem{Higher elevation allows units to track a @LOS over blocking terrain at lower level.} -@ListItem{The dark @LOS borders on the Hill card supersede any light borders on the non-Hill Terrain card.} +@ListItem{The dark @LOS borders on the Hill card supersede any light borders on the non-Hill Terrain card. @Reff 5.2.2.A} @EndList @End @Section @Section @Title {Cover @Reff 5.2.3} @Begin @BulletList @ListItem{Use the card's lower @Cover value for @Grenade, @Incoming, @AirStrike, same card @VOF or @PDF across a light border.} -@ListItem{Foxhole, Trench, Bunker, Pillbox Upper Story or Church markers do not count against a card's @I{Cover Potential}.} -@ListItem{Bunkers, Pillboxes and Caves have a (x) limit to the @Sym numbersign of Steps that you can place under them.} -@ListItem{@Grenade or @Incoming @VOF receives a -1 modifier for every Step above 3 under a targeted @Cover marker.} -@ListItem{Units under a Bunker, Pillbox or Cave marker may not fire but may be attacked at Point Blank Range.} +@ListItem{@I Foxhole, @I Trench, @I Bunker, @I Pillbox, @I{Upper Story} and @I Church markers do not count against a card's @I{Cover Potential}.} +@ListItem{@I Bunkers, @I Pillboxes and @I Caves have a (x) limit to the number of @Steps that you can place under them.} +@ListItem{@Grenade or @Incoming @VOF receives a -1 modifier for every @Step above 3 under a targeted @Cover marker.} +@ListItem{Units under a @I Bunker, @I Pillbox or @I Cave marker may not fire but may be attacked at Point Blank Range.} # https://boardgamegeek.com/thread/919231/article/11176192#11176192 -@ListItem{The OP binocular symbol on the @I{Church Tower Cover} means that only 1 Step can be inside it.} +@ListItem{The OP binocular symbol on the @I{Church Tower Cover} means that only 1 @Step can be inside it.} @EndList @End @Section |