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+90d @Rotate black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.05c}
+ aformat { @StartHSpan @Cell A | @HSpan }
+ bformat { @Cell A | @Cell B}
+{
+ @Row paint {@Assault} format { @StartHSpan @Cell 16p @Font @B A | @Cell i{right} B} A{Assault 10p @Font 14.0} B{[-4 ; +4]}
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{non-@I vehicular may assault from @B 2 hexes (@B 3 if @I Heroic), @I vehicles from @B 3 hexes @Reff 10.5.2.2}
+ @ListItem{remove all but 1 @I Heroic marker per nationality} @ListItem{the assault is resolved immediatly under any of these conditions :
+ @BulletList
+ @ListItem{@I{Towed Gun, @I Carriers, VFs, Shocked AFVs} are @I Destroyed @B if they are defending with a single non-@I{Shocked AFV}}
+ @ListItem{@I{LATWs} are @I Destroyed @B if they are defending with a single @I undisrupted non-@I Shocked unit}
+ @ListItem{@B if non-@I combat units @B only are fighting, the force with the lesser @I Cohesion (random) @B must retreat}
+ @ListItem{@B if @I AFVs @B only are fighting, the force with the lesser @I ATV (random) @B must retreat}
+ @RawEndList}
+ @EndList
+ }
+ @Rowb A{ ||
+ @Tbl
+ rule {yes}
+ aformat { @Cell ruleleft {no} @B A | @Cell @I B | @Cell C }
+ {
+ @Rowa paint {@Odd} ruleabove{no} A{[ red @Colour -3 ; +3]} B{Cohesion diff} C{if both sides have @I combat unit}
+ @Rowa paint {@Even} A{red @Colour -2} B{Urban bldg} C{non-@I{vehicular combat} unit @Sym slash @I leader}
+ #@Rowa paint {@Even} ruleabove{no} A{red @Colour -2} B{Urban bldg} C{non-@I{vehicular combat} unit or @I leader}
+ @Rowa paint {@Odd} A{red @Colour -1} B{up Hill} C{}
+ @Rowa paint {@Even} A{red @Colour -1} B{Concealed} C{@I combat unit}
+ @Rowa paint {@Odd} A{red @Colour -1} B{IP, Wall, Rural bldg} C{non-@I vehicular}
+ @Rowa paint {@Even} A{red @Colour -1} B{Framented Assault} C{units from different Companies}
+ @Rowa paint {@Odd} A{red @Colour -1 @Sym slash +1} B{Vehicle in motion} C{@I AV is reduced if in motion}
+ @Rowa paint {@Odd} A{+1} B{Regrouping} C{}
+ @Rowa paint {@Even} A{+1} B{Heroic vs FP} C{}
+ @Rowa paint {@Odd} A{+2} B{Envelopment} C{@Russian Coordinated Activation}
+ @Rowa paint {@Even} A{+1 @Sym slash +2} B{@I LATW @Sym slash @I FT} C{vs @I{FP @Sym slash Towed Gun @Sym slash Urban bldg}}
+ }
+ }
+ B{ //
+ @RawBulletList
+ @ListItem{units @B eligible for assault :
+ @BulletList
+ @ListItem{@B not @I Disrupted, @I Regrouping or @I Shocked}
+ @ListItem{@I FVs, @I HTs @B cannot assault an @I AVF or @I{Towed Gun}}
+ @ListItem{@I AFVs @B without @I Riders}
+ @ListItem{@I leader, @I LATW, @I FTs, with @I combat unit or @Mark}
+ @ListItem{@I FVs, @I HTs with friendly infantry or @I AFV, or @Mark}
+ @ListItem{@Mark reinforcing a @I combat unit of the same @I Plt}
+ @ListItem{@Russian @B not a @I leader /.3v @B or Out of Command @B unless @I Heroic}
+ @RawEndList}
+ @EndList
+ @BulletList
+ @ListItem{per side, consider @B{at most} (apply the result to @B all):
+ @BulletList
+ @ListItem{4 non-@I{vehicular combat} steps}
+ @ListItem{1 @I leader, 1 @I LATW, 1 @I FT}
+ @ListItem{1 @I vehicle}
+ @RawEndList}
+ #@ListItem{but @B apply the result to @B all units}
+ @EndList
+# @BulletList
+# @ListItem{Final Assault DRM @Sym bracketleft{@Char plusminus 4}@Sym bracketright :
+# @BulletList
+# @ListItem{+ @Sym summation Attacker @I AV}
+# @ListItem{- @Sym summation Defender @I AV}
+# @ListItem{+ best @I combat @I Cohesion diff @Sym bracketleft{@Char plusminus 3}@Sym bracketright}
+# @ListItem{+ DRMs}
+# @RawEndList}
+# @EndList
+ }
+ @Rowa A{
+ / @Tbl
+ indent {ctr}
+ rule {yes}
+ iv{ctr}
+ aformat { @Cell rule {no} paint {no} A | @Cell @B B | @Cell @B C | @StartVSpan @Cell iv {ctr} 90d @Rotate Y | @Cell paint {@Dark} | @Cell paint {@Dark} @B D | @Cell paint {@Dark} @B E | @Cell paint {@Dark} @B G | @Cell @B H | @StartVSpan @Cell iv {ctr} 90d @Rotate Z | @Cell @B I }
+ bformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @VSpan | @StartVSpan @Cell paint {@Dark} iv {ctr} 90d @Rotate X | @Cell D | @Cell E | @Cell G | @Cell H | @VSpan | @Cell I }
+ cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @VSpan | @VSpan | @Cell D | @Cell E | @Cell G | @Cell H | @VSpan | @Cell I }
+ {
+ @Rowa ruleabove {no} paint{@Even} A{[ red @Colour -4 ; +4]} B{Urban /.3v Assault} C{Vehicle /.3v Destruction} D{Retreat /.3v hexes} E{Casualty} F{Disrupt} G{Cohesion /.3v Check} H{Advance} I{Regrouping}
+ Y{@I @RNP unload} Z{@I Leader @Sym ampersand @I FP : @I Casualty on 1 - 10}
+ @Rowb paint{@Odd} A{14} B{} C{attacker} D{4} E{@Bullet all @LLP @Japanese @Russian best} F{2-4} G{@LLP @Japanese @Russian others} H{attacker} I{@LLP @Japanese @Russian defenders}
+ X{defenders}
+ @Rowc paint{@Even} A{10 - 13} B{} C{both} D{2-4} E{@Bullet @I disrupted @LLP @Japanese @Russian best} F{@Bullet @I undisrupted} G{@I undisrupted @LLP @I disrupt first} H{} I{@LLP @Japanese @Russian defenders}
+ @Rowc paint{@Odd} A{6 - 9} B{roll : 6-7 /.3v both} C{both} D{2-4} E{} F{} G{@Bullet all @LLP @Japanese @Russian best} H{} I{@I undisrupted}
+ @Rowb ruleabovewidth {.1v} paint{@Even} A{2 - 5} B{roll : 4-5 /.3v attacker} C{both} D{2-4} E{} F{} G{@Bullet all @LLP @Japanese @Russian best} H{} I{@I undisrupted}
+ X{attackers}
+ @Rowc paint{@Odd} A{red @Colour -1 - 1} B{} C{both} D{2-4} E{@Bullet @I disrupted @LLP @Japanese @Russian best} F{@Bullet @I undisrupted} G{@I undisrupted @LLP @I disrupt first} H{} I{@LLP @Japanese @Russian attackers}
+ @Rowc paint{@Even} A{@Sym less red @Color -1} B{} C{defender} D{4} E{@Bullet all @LLP @Japanese @Russian best} F{@Bullet all} G{@LLP @Japanese @Russian others} H{defender} I{@LLP @Japanese @Russian attackers}
+ }
+ #//.3v @Mark @I Retreat is limited to 3 hexes through a River, Marsh, Jungle, Urban Building, or Sunken Road hex, or at Night
+ }
+ @Rowb A{
+ @BulletList
+# @ListItem{all of the @B above @B only applies to non-@I vehicular units
+# /.3v @B except for @I{Vehicle Destruction Attempt}}
+ @ListItem{@Underline{Urban Assault} @Reff 14.3.1 : the best @I Cohesion (random) @I combat unit
+ /.3v suffers a @I Casualty @B but does not @I Disrupt}
+ @ListItem{@Underline{Vehicle Destruction Attempt} @Reff 14.3.2 :
+ @BulletList
+ @ListItem{the player @B must have an @I undisrupted, @I combat unit, @I LATW or @I FP}
+ @ListItem{the chosen target is @I Destroyed on @Sym greaterequal 10, apply @B Collateral @I Damage}
+# @ListItem{@RNP in the @I{Assault Hex} @B must all @B unload}
+ @RawEndList}
+ @ListItem{@Underline Retreat (@B unless all enemy units are eliminated) @Reff 14.3.3 :
+ @BulletList
+ @ListItem{unloaded @I{Towed Gun}, @I Shocked @I AFVs and @I FPs are eliminated}
+ @ListItem{is limited to 3 hexes through a River, Marsh, Jungle, Urban Building, /.3v or Sunken Road hex, or at Night}
+ @ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion}}
+ @ListItem{units are eliminated @B if must retreat through prohibited hex(sides)}
+ @RawEndList}
+ @ListItem{@Underline Advance is allowed once per turn per unit, they may :
+ @BulletList
+ @ListItem{conduct and resolve a second Assault, or reinforce an existing Assault}
+ @RawEndList}
+ @ListItem{@Underline Regrouping : @I non-vehicular @I undisrupted units, may @B only :
+ @BulletList
+ @ListItem{@I{Small Arms Fire} at adjacent -1, @I Recover or @I Withdraw}
+ @ListItem{is removed immediately when a unit @I Recovers, @I Disrupts, or @I Withdraws}
+ @RawEndList}
+ @EndList
+ }
+ B{
+ @Tbl
+ rule {yes}
+ iv {ctr}
+ aformat { @Cell ruleleft {no} paint {no} @B A | @Cell paint {no} @I B }
+ bformat { @Cell ruleleft {no} @B A | @Cell B }
+ {
+ @Rowa paint {@Even} ruleabove{no} A{DRM} B{friendly unit, cumulative @I DRM if any}
+ @Rowb paint {@Odd} A{+2} B{@Bullet @I Squad or @I FP @B or
+ /.2v @Bullet @German @I MG, Inf. @I Section after 9{@Sym slash}43 @B or
+ /.2v @Bullet reduced @Japanese @Russian @I Squad or @I Section}
+ @Rowb paint {@Even} A{+1} B{ @Bullet unit with an @I ATV @Sym greaterequal 0 @B or
+ /.2v @Bullet @German @I Squad or @I FP after 9{@Sym slash}43
+ }
+ @Rowb paint {@Odd} A{+1} B{@Bullet @I Heroic unit @B or
+ /.2v @Bullet unit with an @I AV @Sym greater 2 @B or
+ /.2v @Bullet @Japanese @Russian @I Squad
+ }
+ @Rowa paint {@Even} ruleabove{no} A{DRM} B{cumulative @I DRM if the @I Vehicle is}
+ @Rowb paint {@Odd} A{+3} B{ @Bullet with 0 good order @I combat unit
+ /.2v in or adjacent to a @I{cover-terrain}
+ /.2v hex, hex side or @I IP
+ }
+ @Rowb paint {@Even} A{+2} B{@Bullet a @I Carrier or @I Shocked @I AVF}
+ @Rowb paint {@Odd} A{+1} B{@Bullet an @I AFV that entered a @I Sunken /.3v @I road throught the hedgerows} # 4.1.9.1.1.d
+ @Rowb paint {@Even} A{red @Colour -1} B{@Bullet in @I Motion}
+ }
+ }
+}}