diff options
Diffstat (limited to 'LastHundredYards/tables/assault.lou')
-rw-r--r-- | LastHundredYards/tables/assault.lou | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/LastHundredYards/tables/assault.lou b/LastHundredYards/tables/assault.lou new file mode 100644 index 0000000..34a0985 --- /dev/null +++ b/LastHundredYards/tables/assault.lou @@ -0,0 +1,152 @@ +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} + } + } +}} |