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-rw-r--r--FieldOfFire/FieldsOfFire.lou22
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