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-rw-r--r--LastHundredYards/tables/recovery.lou93
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+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @StartHSpan @Cell A | @HSpan }
+{
+ @Row paint {@Recovery} format { @StartHSpan @Cell 16p @Font @B A | @HSpan } A{Recovery 10p @Font 12.1}
+# @Row format { @StartHSpan @Cell A | @HSpan } A{
+# @I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2
+# }
+ @Row format { @StartHSpan @Cell A | @HSpan } A{ //
+ @RawBulletList
+ @ListItem{@I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2}
+ @ListItem{@I Regrouping units may @B only @I Fire ({red @Colour -1}), @I Recover or @I Withdraw @Reff 1.3.6}
+ @EndList
+ }
+ #@Rowa A {@Underline{Disruption @Sym slash Regrouping}}
+ @Rowa A{
+ || @Tbl
+ rule {yes}
+ cformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C }
+ aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C }
+ bformat { @Cell ruleleft {no} i{ctr} @B A | @StartHSpan @Cell B | @HSpan }
+ {
+ @Rowc paint {@Odd} ruleabove {no} B{Disrupted unit} C{Regrouping hex}
+ @Rowa paint {@Even} A{Recover} B{@Sym lessequal @I Cohesion} C{}
+ @Rowa paint {@Odd} A{Rally} B{@Sym lessequal 1} C{@Sym lessequal best @I combat unit @I Cohesion /.3v (or non-vehicular, @B no @I Heroism)}
+ @Rowb paint {@Even} A{Heroic} B{@B if roll 10 @B and is an infantry @B and enemy within 5 hexes}
+ #/.3v @I Disrupted @Sym arrowright @I Recover, @I Regrouping @Sym ampersand @I leader @Sym arrowright @I Rally}
+ }
+ }
+ @Rowa A{
+ @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{red @Colour -1} B{Elite} C{@I Disrupted or is @I Regrouping best unit}
+ @Rowa paint {@Odd} A{red @Colour -1} B{Leader} C{1 @I Disrupted unit or 1 @I Regrouping hex}
+ @Rowa paint {@Even} A{+1} B{Suppressed}
+ @Rowa paint {@Odd} A{+1} B{@Japanese or @Russian} C{@I Regrouping}
+ }
+ }
+ @Rowa A{
+ // @RawBulletList
+ @ListItem{@B rallied units may conduct an additional @I Action}
+ @ListItem{an @B Heroic unit has a @I Cohesion of @B 8 @Sym ampersand a @I Maneuver of @B 3 hexes @Reff 12.6
+ @BulletList
+ @ListItem{suffers a @I Casualty instead of @I Disrupting}
+ @ListItem{@I Disrupted units in the same hex @I Recover}
+ @ListItem{@I Regrouping units @Sym ampersand @I leader that assisted in the same hex @I Rally}
+ @ListItem{@B unless it is in an @I Assault hex, it selects the closest (@I LOS) target
+ @BulletList
+ @ListItem{@B immediatly moves towards it, @B assault within @B 3 hexes}
+ @ListItem{@B if the closest target is assaulting, the @I Hero reinforce the assault}
+ @RawEndList}
+ @RawEndList}
+ @RawEndList
+ }
+ #@Row format { @Cell @Underline A | @StartVSpan @Cell B } A {Schock}
+ @Row format { @Cell A | @Cell B } A {
+ || @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B }
+ {
+ @Row format {@StartHSpan @Cell rule {no} @Underline A | @HSpan } A{Shock Recovery}
+ @Rowa paint {@Even} ruleabove {no} A{1} B{Rally}
+ @Rowa paint {@Odd} A{2-4} B{Recover}
+ @Rowa paint {@Even} A{5-7} B{-}
+ @Rowa paint {@Odd} A{8-10} B{Knocked Out}
+ }
+ }
+ B {
+ @BulletList
+# FIXME 12.6.2 Restrictions stays in assaulted hex, closest is assaulting enemy, reiforce friends
+# @ListItem{an @B heroic unit targets the closest enemy
+# @BulletList
+# indent { .2c }
+# @ListItem{@B must @I Maneuver towards it}
+# @ListItem{@B and assault it when within 3 hexes}
+# @RawEndList}
+# @ListItem{@B has a @I Cohesion of 8, a @I Maneuver of 3 hexes}
+# @ListItem{suffers a @I Casualty instead of @I Disrupting}
+ @ListItem{@I Heroic marker is @B lost @Reff 12.6.4 :
+ @BulletList
+ @ListItem{if the target hex is vacant /.3v after Fire Resolution or before Action}
+ @ListItem{when under @I Assault and the units @I Feint}
+ @ListItem{after @I Assault prior to @I Cohesion checks}
+ @RawEndList}
+ @EndList
+ }
+}}