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-rw-r--r--LastHundredYards/tables/assault.lou152
-rw-r--r--LastHundredYards/tables/assault_reactions.lou37
-rw-r--r--LastHundredYards/tables/atdrm.lou69
-rw-r--r--LastHundredYards/tables/avfs.lou57
-rw-r--r--LastHundredYards/tables/colors.lou25
-rw-r--r--LastHundredYards/tables/concealed.lou58
-rw-r--r--LastHundredYards/tables/deployment.lou35
-rw-r--r--LastHundredYards/tables/empty.lou43
-rw-r--r--LastHundredYards/tables/fate.lou35
-rw-r--r--LastHundredYards/tables/fire_resolution.lou101
-rw-r--r--LastHundredYards/tables/japanese.lou36
-rw-r--r--LastHundredYards/tables/latw.lou35
-rw-r--r--LastHundredYards/tables/leaders.lou60
-rw-r--r--LastHundredYards/tables/limited_reactions.lou49
-rw-r--r--LastHundredYards/tables/maneuver.lou66
-rw-r--r--LastHundredYards/tables/mdrm.lou77
-rw-r--r--LastHundredYards/tables/mines.lou53
-rw-r--r--LastHundredYards/tables/recovery.lou93
-rw-r--r--LastHundredYards/tables/sadrm.lou87
-rw-r--r--LastHundredYards/tables/setup.lou36
-rw-r--r--LastHundredYards/tables/tems.lou71
-rw-r--r--LastHundredYards/tables/tracks.lou90
-rw-r--r--LastHundredYards/tables/transport.lou53
-rw-r--r--LastHundredYards/tables/withdrawal.lou78
24 files changed, 1496 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}
+ }
+ }
+}}
diff --git a/LastHundredYards/tables/assault_reactions.lou b/LastHundredYards/tables/assault_reactions.lou
new file mode 100644
index 0000000..da6c857
--- /dev/null
+++ b/LastHundredYards/tables/assault_reactions.lou
@@ -0,0 +1,37 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@AssaultReactions} format { @Cell 16p @Font @B A } A{Reactions to Assault @Sym slash Feint 10p @Font 10.5.3}
+ @Row format { @Cell A } A{ //
+ @RawDashList
+ @ListItem{@B cannot @I Assault or @I Overrun a hex marked with an @I{Assault Arrow}}
+ @ListItem{@I{Towed Gun} may @B not react}
+ @ListItem{any unit that does not react is marked as having conducted an @I Action}
+ @ListItem{units under @I Assault @Reff 10.5.3.2 :
+ @BulletList
+ @ListItem{a @I vehicle may @I Maneuver}
+ @ListItem{a @I{non-vehicular} unit may attempt to @I Recover or @I Withdraw}
+ @ListItem{a unit may also @I Request an @I MFA and{@Sym slash}or @I Illumination}
+ @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes}
+ @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any}
+ @RawEndList}
+ @ListItem{units in the @I Assault hex (@I Nationality hex) @Reff 10.5.3.1 :
+ @BulletList
+ @ListItem{a @I vehicle may @I Maneuver}
+ @ListItem{@I Recovery is not allowed}
+ @ListItem{a @I leader may request an @I MFA on its hex (@I Cohesion check) @Reff 11.4.4.2}
+ @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes /.3v @B{only if} the attacker has @B no @I infantry @B{and without} @I{Proximity Fire}}
+ @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any}
+ @RawEndList}
+ @ListItem{Feint @Reff 10.5.3.1 :
+ @BulletList
+ @ListItem{mandatory if in a @I{Primary Impact Hex}}
+ @ListItem{vehicles may stay put or @I Reverse}
+ @ListItem{non-@I vehicular may stay put on a roll @Sym lessequal best @I Cohesion or @I Withdraw}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/atdrm.lou b/LastHundredYards/tables/atdrm.lou
new file mode 100644
index 0000000..30ef012
--- /dev/null
+++ b/LastHundredYards/tables/atdrm.lou
@@ -0,0 +1,69 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@ATDRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
+ A{Anti-Tank Fire 10p @Font 11.5} B{@Sym less -4 @B not allowed |.2c [-4 ; +8]}
+ @Row format { @StartHSpan @Cell A | @HSpan } A{ //
+ @RawBulletList
+ @ListItem{@B if @I ATV < 0, can @B only target @I Carrier or @I FV (@I exc : @Russian Anti-Tank Rifles) @Reff11.5.a}
+ @ListItem{@I ATV is @B limited to @B 1 when targeting an @I FP or @I{Towed Gun} @Reff11.5.b}
+ @ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
+ @ListItem{@B may fire at @I vehicles or @I{Towed Guns} in hexes containing friendly units @Reff 11.5}
+ @ListItem{@B must distribute @I{Anti-Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
+ @ListItem{@B if an @I AFV fires its @I Riders @B must unload @Reff 10.4.6.2.c}
+ @EndList
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ || @Tbl
+ indent {ctr}
+ rule {yes}
+ #aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan }
+ bformat { @Cell rule {no} paint {none} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E | @Cell @B F | @Cell @B G | @Cell @B H | @Cell @B I }
+ cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G | @Cell H | @Cell I }
+ {
+ #@Rowa B{Range}
+ @Rowb ruleabove {no} paint {@Odd} A{DRM} B{LATW} C{4} D{5} E{15} F{18} G{21} H{24} I{30}
+ @Rowc paint {@Even} A{-} B{1} C{1} D{1} E{1-5} F{1-6} G{1-7} H{1-8} I{1-10}
+ @Rowc paint {@Odd} A{red @Colour -1} B{2} C{2} D{2} E{6-10} F{7-12} G{8-14} H{9-16} I{11-20}
+ @Rowc paint {@Even} A{red @Colour -2} B{3} C{3-4} D{3-5} E{11-15} F{13-18} G{15-21} H{17-24} I{21-30}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ /.1v @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @StartHSpan @Cell ruleleft {no} i{left} A | @HSpan | @HSpan }
+ bformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C }
+ {
+ @Rowb ruleabove {no} paint {@Even} A{+1} B{Elite} C{firing unit is @I Elite}
+ @Rowb paint {@Odd} A{+1} B{Towed Gun ambush} C{@I{Towed Gun} fired when revealed from @I Hidden}
+ @Rowb paint {@Even} A{red @Colour -1} B{Hindrances} C{for each applicable @I Hindrance}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Concealed Target} C{target is @I Concealed}
+ @Rowb paint {@Even} A{red @Colour -1} B{Motion Target} C{target has a @I red or @I {green motion} marker}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Hulldown} C{behind a @I wall, at higher level, in a @I building /.3v @B not if fire comes @B along an enclosed road}
+ @Rowb paint {@Even} A{red @Colour -1} B{Opportunity Fire} C{target entered @B 3+ contiguous open hexes in @I LOS}
+ @Rowb paint {@Odd} rulebelowwidth {.1v} A{red @Colour -1} B{Suppressed Fire} C{@Sym numbersign applicable @I DRM @Sym slash 2 @Sym arrowup } # /.3v @I{SA{@Sym slash}MDRM} : @I{non-vehicular} (@B not @I FP), @I FV, @I Carrier /.3v @I ATDRM : @I vehicular, @I{Towed Gun}}
+ @Rowb paint {@Even} A{red @Colour -2} B{Towed Gun} C{target is a @I{Towed Gun} in an @I IP or @I building hex}
+ @Rowa ruleabovewidth {.1v} A{@B not @I LATW}
+ @Rowb paint {@Odd} A{red @Colour -3} B{Split Fire} C{@I Fire at 2 targets, through 1 single hexside}
+ @Rowb paint {@Even} A{red @Colour -1 @Sym slash red @Colour -2} B{Motion Fire} C{0 @Sym slash 1 hex : @I{Shoot @Sym ampersand Scoot} or @I{Halt @Sym ampersand Fire}}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ //
+ @RawBulletList
+ @ListItem{units marked with an @I ATDRM @B may conduct normal @I Actions @Reff 11.5.1.a}
+ #@ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
+ #@ListItem{@B may @I Fire at @I vehicles or @I{Towed Guns} in hexes in @I LOS containing friendly units @Reff 11.5}
+ #@ListItem{@B must distribute @I{Anti Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
+ #@ListItem{@B if @I ATV < 0, @I Fire is @B limited to @I Carrier and @I FV targets only @Reff11.5.a}
+ #@ListItem{@I ATV is @B limited to @B 1 when firing against an @I FP or @I{Towed Gun} @Reff11.5.b}
+ @ListItem{@I LATW @B may @I Maneuver 1 hex and fire, @B if the hex entered is @Reff 11.5.2 :
+ @BulletList
+ @ListItem{a @I{cover-terrain}, behind a cover hexside, contains an @I IP or friendly @I combat unit}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/avfs.lou b/LastHundredYards/tables/avfs.lou
new file mode 100644
index 0000000..ff45b59
--- /dev/null
+++ b/LastHundredYards/tables/avfs.lou
@@ -0,0 +1,57 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @StartHSpan @Cell A | @HSpan }
+{
+ @Row paint {@AVFs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{AVFs 10p @Font{10.4}} B{1-step @I combat unit}
+ @Row format { @StartHSpan @Cell width {11c} A | @HSpan } A { //
+ @RawBulletList
+ @ListItem{A @B stationary @I vehicle may :
+ @BulletList
+ @ListItem{@Underline @I Fire}
+ @ListItem{@Underline @I Pass : @B unless in range @Sym ampersand @I LOS of an @I unconcealed Anti-Tank unit}
+ @ListItem{@Underline @I Maneuver : @B must spend 1 MP to go into motion}
+ @ListItem{@Underline @I {Shoot @Sym ampersand Scoop} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.2}
+ @RawEndList}
+ @ListItem{An @B{in motion} vehicle may :
+ @BulletList
+ @ListItem{@Underline @I Reverse : max 3MP (no @I Bypass, @I Overrun or @I Assault)}
+ @ListItem{@Underline @I Maneuver : may @I Stop and be marked with a @RMotion}
+ @ListItem{@Underline @I{Halt @Sym ampersand Fire} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.3}
+ @ListItem{@B if @I Active : move 1 hex max, remove @GMotion @LLP enter @Underline @I Overwatch : @B may fire but in @I Reaction @B only @Reff 10.4.1.b.iii}
+ @ListItem{@Underline @I Bypass : @B not in an @I Assault hex, @I non-AFVs @B only as last resort: @Reff 10.4.5.1
+ @BulletList
+ @ListItem{@I Maneuver into the @I Bypass hex and temporarily halt in it}
+ @ListItem{each @I undisrupted @Sym slash non-@I shocked enemy unit in the hex @B may @LLP @I{Anti-Tank Fire} or @I{Small Arms Fire} (no @I{Split Fire})}
+ @ListItem{bypassing @I vehicles @B must exit the hex}
+ @RawEndList}
+ @ListItem{@Underline @I Overrun : per game turn, 1 overrun per vehicle or target hex
+ @DashList
+ @ListItem{Conditions @Reff 10.4.5.2 :
+ @BulletList
+ @ListItem{any @I vehicle @B with an @I SAV or @I ATV @B without @I Riders}
+ @ListItem{@B only an @I AFV may overrun a @I{Towed Gun}, @I FV, or @I HT}
+ @ListItem{@B not in an @I Assault hex, @B not with a @I{Towed Gun}}
+ @ListItem{@B not a hex that contains an @I AFV, or @I FP, Buildings, Forest, @LLP Enclosed Road or @BOP}
+ @ListItem{to overrun a hex the vehicles must @B start from the @B same hex}
+ @RawEndList}
+ @ListItem{Procedure @Reff 10.4.5.3 :
+ @BulletList
+ @ListItem{spend @B +1 MP to enter the @I Overrun hex, temporarily halt in it}
+ @ListItem{enemy @I vehicles may @I Maneuver (move only) to avoid it}
+ @ListItem{an @I AFV with a @I ATV > 0 may place a 2 @I ATDRM} #on a single @I{Towed Gun} or @I vehicle in the Overrun hex}
+ @ListItem{any vehicle may place a @I SAV - {@I TEM}s @I SADRM in the hex @LLP (@I SAV @Sym equal 2 @B if @I HT with @I SAV @Sym greaterequal 1 @I Infantry Passengers)}
+ @RawEndList}
+ @ListItem{Reaction @Reff 10.4.5.4 :
+ @BulletList
+ @ListItem{units that did not act, with an @I ATV, may @I Fire (no @I{Split Fire})}
+ @ListItem{units with an @I ATV @Sym greaterequal 0 @B must fire at any @I AFV}
+ @ListItem{if none, 1 @I Squad may @I Shock an @I AVF on a 10 (@I Kill GE 9{@Sym slash}43 )}
+ @ListItem{on @I AVF @I Shocked or @I Passengers unload, hex is under @I Assault}
+ @RawEndList}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/colors.lou b/LastHundredYards/tables/colors.lou
new file mode 100644
index 0000000..a0e38d5
--- /dev/null
+++ b/LastHundredYards/tables/colors.lou
@@ -0,0 +1,25 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@SADRM} format { @Cell 16p @Font @B A } A{Small Arms Fire 10p @Font 11.3}
+ @Row paint {@MDRM} format { @Cell 16p @Font @B A } A{Anti-Tank Fire 10p @Font 11.5}
+ @Row paint {@ATDRM} format { @Cell 16p @Font @B A } A{Mortar Fire 10p @Font 11.4}
+ @Row paint {@Assault} format { @Cell 16p @Font @B A } A{Assault 10p @Font 14.0}
+ @Row paint {@Withdrawal} format { @Cell 16p @Font @B A } A{Withdrawal 10p @Font 10.3.1 @Sym slash Retreat 10p @Font 14.3.3}
+ @Row paint {@Recovery} format { @Cell 16p @Font @B A } A{Recovery 10p @Font 12.1}
+ @Row paint {@Maneuver} format { @Cell 16p @Font @B A } A{Maneuver}
+ @Row paint {@Transport} format { @Cell 16p @Font @B A } A{Transport 10p @Font 10.4.6}
+ @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Concealed 10p @Font 4.3 @Sym slash Hidden 10p @Font 20.9}
+ @Row paint {@Mines} format { @Cell 16p @Font @B A } A{Mines @Sym ampersand Wire 10p @Font 19.0}
+ @Row paint {@TEMs} format { @Cell 16p @Font @B A } A{TEMs @Sym ampersand LOS}
+ @Row paint {@Limited} format { @Cell 16p @Font @B A } A{Limited Reaction 10p @Font 8.3}
+ @Row paint {@AssaultReactions}format { @Cell 16p @Font @B A } A{Reactions to Assault 10p @Font 10.5.3}
+ @Row paint {@Deployment} format { @Cell 16p @Font @B A } A{Deploying @Sym slash Recombining 10p @Font 10.3}
+ @Row paint {@Fate} format { @Cell 16p @Font @B A } A{Random Events 10p @Font 18.0}
+ @Row paint {@Leaders} format { @Cell 16p @Font @B A } A{Leaders 10p @Font{2.2.5}}
+ @Row paint {@LATWs} format { @Cell 16p @Font @B A } A{LATWs 10p @Font{2.2.6 11.5.2}}
+ @Row paint {@AVFs} format { @Cell 16p @Font @B A } A{AVFs 10p @Font{10.4}}
+ @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2.1}
+}}
diff --git a/LastHundredYards/tables/concealed.lou b/LastHundredYards/tables/concealed.lou
new file mode 100644
index 0000000..b39282a
--- /dev/null
+++ b/LastHundredYards/tables/concealed.lou
@@ -0,0 +1,58 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Concealed 10p @Font 4.3}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{a unit lose its @I{Concealment} if it @Reff 4.3.1 :
+ @BulletList
+ @ListItem{retreats from or remains in an @I{Assault Hex}}
+ @ListItem{is @I Disrupted, @I Shocked, or suffers a @I Casualty}
+ @ListItem{is a @I{non-vehicular} and the @I FFAR is @Sym greaterequal best @I Cohesion in the hex}
+ @RawEndList}
+ @ListItem{@I Concealment is immediately lost @B if in @I LOS of an enemy unit :}
+ @RawEndList
+ /.5v @Tbl
+ indent {ctr}
+ rule {yes}
+ {
+ @Row paint {@Even} ruleabove {no} format { @Cell rule {no} paint {none} | @Cell B | @Cell C | @Cell D } B {@B Action} C{@B Open-Terrain} D{@B Cover-Terrain @Mark}
+ @Row paint {@Odd} format { @StartVSpan @Cell ruleleft {no} iv{ctr} A | @Cell B | @Cell C | @Cell D } A{non-vehicular /.1v in @I{day light}} B{Fire} C{8} D{2}
+ @Row paint {@Even} format { @VSpan | @Cell B | @Cell C | @Cell D } B{Maneuver} C{8} D{3 @Sym slash 2 @Japanese @Russian @Sym slash 1 6p @Font @I LATW}
+ @Row paint {@Odd} ruleabovewidth {.1v} format { @StartVSpan @Cell ruleleft {no} iv {ctr} A | @Cell B | @Cell C | @Cell D } A{vehicle} B{any} C{@Sym infinity} D{8}
+ @Row paint {@Even} format { @VSpan | @StartHSpan @Cell B | @HSpan | @HSpan } B{is adjacent at the end of a @I Activation @Sym slash @I Reaction}
+ }
+ //.3v @Mark @I @BOP, @I IP, @I FP are considered @I{cover-terrain} /.5v
+ }
+ @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Hidden 10p @Font 20.9}
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{unloaded @I{Towed Guns}, and @I LATW units @B can always set up @I Hidden}
+ @ListItem{revealed @I Hidden units are placed in their hex @I Concealed @Reff 20.9.2}
+ @ListItem{a @I Hiden unit is revealed @B when it conducts an @I Action
+ @BulletList
+ @ListItem{@B{or at} @I{Fire Resolution} @B if its hex contains an @I SADRM @Sym slash @I MDRM} #@Reff 20.9.2.c}
+ @ListItem{@B{or after} a @I{Call for Reaction} @B if it is @I LOS of an enemy @Reff 20.9.2.a :}
+ @RawEndList}
+ @RawEndList
+ /.5v @Tbl
+ indent {ctr}
+ rule {yes}
+ aformat { @Cell ruleleft {no} A | @Cell B | @Cell C | @Cell D | @Cell E }
+ {
+ @Rowa paint {@Odd} ruleabove {no} A{@I combat unit} B{@I LATW, @I{Towed Gun}, @Japanese, @Russian} C{2} D{others} E{3}
+ @Rowa paint {@Even} A{any unit} B{ @I vehicle in @I{open-terrain} } C{10} D{at Night} E{1}
+ } //.5v
+ @RawBulletList
+ @ListItem{when enemy @B enters the hex of @I Hidden units @Reff 20.9.2.b :
+ @BulletList
+ @ListItem{they step back @B 1 hex, any @I @RNP unload}
+ @ListItem{mark eligible units with an @I{Assault Arrow}, they @B may @I Feint /.3v @B except @I{non-vehicular} units that used the @I{Road Bonus}}
+ @ListItem{@I Hidden units @B may fire @B without losing @I Concealment}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/deployment.lou b/LastHundredYards/tables/deployment.lou
new file mode 100644
index 0000000..89f1d64
--- /dev/null
+++ b/LastHundredYards/tables/deployment.lou
@@ -0,0 +1,35 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Deployment} format { @Cell 16p @Font @B A } A{Deploying @Sym slash Recombining 10p @Font 10.3}
+ @Row format { @Cell A } A{ //
+ @RawDashList
+ @ListItem{@I Deploying Squads @Reff 10.3.2 :
+ @BulletList
+ @ListItem{at @B{any time} during a squad's @I Maneuver}
+ @ListItem{@B unless @I Disrupted @Sym slash @I Reduced, @Japanese @I{knee mortar}}
+ @ListItem{max @B 1 per @I infantry platoon}
+ @ListItem{only @B 1 section may @I Fire}
+ @ListItem{@I sections that do not @I Act may @I React}
+ @RawEndList}
+ @ListItem{@I Recombining Squads @Reff 10.3.3 :
+ @BulletList
+ @ListItem{same hex during @I{Clean Up Phase} step 3}
+ @ListItem{@B same @I Plt : sections and{@Sym slash}or @Russian @Japanese reduced squads}
+# @ListItem{may recombine :
+# @BulletList
+# @ListItem{2 sections of the @B same @I Plt}
+# @ListItem{@Russian 2 reduced squads of the @B same @I Plt}
+# @ListItem{@Japanese 2 reduced squads @Sym slash section of the @B same @I Plt}
+# @RawEndList}
+ @ListItem{keep @B if both @I Concealed, @I Disrupted or @I Regrouping}
+# @ListItem{no status change @B if both @I Concealed}
+# @ListItem{no status change @B if both are @I Disrupted or @I Regrouping}
+ @ListItem{@B or @Sym lessequal 6 remove all or keep @I Disrupted or @I Regrouping}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/empty.lou b/LastHundredYards/tables/empty.lou
new file mode 100644
index 0000000..a2c770e
--- /dev/null
+++ b/LastHundredYards/tables/empty.lou
@@ -0,0 +1,43 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @StartHSpan @Cell A | @HSpan }
+{
+ @Row paint {@Xrgb nothing} format { @StartHSpan @Cell 16p @Font @B A | @HSpan } A{Recovery 10p @Font 12.1}
+ @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{} B{} C{}
+ @Rowa paint {@Odd} A{} B{} C{}
+ }
+ }
+ @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}
+ }
+ }
+ B { 10p @Font {
+ // @RawBulletList
+ @ListItem{}
+ @ListItem{
+ @BulletList
+ indent { .2c }
+ @ListItem{}
+ @ListItem{}
+ @RawEndList}
+ @ListItem{}
+ @EndList
+ }}
+}}
diff --git a/LastHundredYards/tables/fate.lou b/LastHundredYards/tables/fate.lou
new file mode 100644
index 0000000..e11d65c
--- /dev/null
+++ b/LastHundredYards/tables/fate.lou
@@ -0,0 +1,35 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Fate} format { @Cell 16p @Font @B A } A{Random Events 10p @Font 18.0}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{on pure 1 : may remove the @I Concealed marker from a hex within 5 hexes and @I LOS}
+ @ListItem{on pure 10 : roll on the below @I{Fate Table}}
+ @EndList
+ }
+ @Rowa A{ ||
+ @Tbl
+ #rule {yes}
+ margin {.1c}
+ i{ctr}
+ iv{ctr}
+ aformat { @Cell @B A | @Cell i{right} @B B | @Cell }
+ bformat { @Cell A | @Cell i{right} @B B | @Cell i{left} C}
+ {
+ @Rowa paint {@Even} A{die roll @LLP @Sym slash @Japanese @Russian} B{Fate}
+ @Rowb paint {@Odd} A{1-2} B{Medic} C{randomly return an infantry or @I MG @I Section into play
+ @LLP closest to its @I Plt, @I Concealed if in cover, not adjacent to an enemy
+ @LLP if no casualty, all units in 1 hex @I Recover
+ @LLP if no non-vehicular in play, @I Recover 1 random @I AVF}
+ @Rowb paint {@Even} A{3-5 @Sym slash red @Colour 3-4} B{Recover} C{@I Recover all @I Disrupted, @I Regrouping and @I Shocked units in 1 hex}
+ @Rowb paint {@Odd} A{6-7 @Sym slash red @Colour 5-7} B{Sniper} C{1 randomly selected non-hidden platoon @I leader suffers a casualty
+ @LLP if none in play, 1 randomly selected @I AFV is @I Shocked}
+ @Rowb paint {@Even} A{8-9} B{Indecision} C{loss of @I Initiative to the opposing player (reroll if both players do)}
+ @Rowb paint {@Odd} A{10} B{Panic} C{all units (not @I{Towed Guns}) in 1 hex (opposite player choses)
+ @LLP move 4 hexes toward their FBE (not further) turn is over}
+ }}
+}}
diff --git a/LastHundredYards/tables/fire_resolution.lou b/LastHundredYards/tables/fire_resolution.lou
new file mode 100644
index 0000000..fb3ba56
--- /dev/null
+++ b/LastHundredYards/tables/fire_resolution.lou
@@ -0,0 +1,101 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+ @Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @StartHSpan @Cell width {10.5c} A | @HSpan | @HSpan }
+{
+ @Row format { @Cell i{ctr} paint {@SADRM} width{3.7c} 16p @Font @B A | @Cell i{ctr} paint {@MDRM} width{3c} 16p @Font B | @Cell i{ctr} paint {@ATDRM} 16p @Font C } A{Small Arms} B{Mortar} C{Anti-Tank}
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{@I MDRM @Sym arrowdblright hex, @I SADRM @Sym arrowdblright Nationality, @I ATDRM @Sym arrowdblright vehicle}
+ @ListItem{roll once for each @I DRM}
+ @ListItem{apply the @B single @I{most detrimental} result to a unit}
+ @EndList
+ }
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{consider the @B{single highest} result among @I SADRM @Sym slash @I MDRM}
+ @ListItem{select the @B best @I Cohesion unit with priority, @Reff 13.1.3 /.3v exclude @I @RNP in case of @I MDRM :
+ @BulletList
+ @ListItem{@I unconcealed @I undisrupted @I combat units}
+ @ListItem{@I Concealed @I undisrupted @I combat units}
+ @ListItem{@I Disrupted @I combat units}
+ @ListItem{@I{non-combat} units}
+ @RawEndList}
+ @ListItem{tie : best @I{Assault Value} @Sym arrowdblright best @I SAV @Sym arrowdblright at random}
+ @EndList
+ @BulletList
+ @ListItem{@I{@B{F}inal @B{F}ire @B{A}ttack @B{R}esult} @B -1 @B if stacked with its @I undisrupted /.3v platoon @I leader @B and it has a higher @I Cohesion}
+ @ListItem{@B if @I FFAR @Sym greaterequal @I Cohesion
+ @BulletList
+ @ListItem{@I{non-vehicular} units lose their @I Concealment if any @Reff 4.3.1.1.e}
+ @RawEndList}
+ @ListItem{@B if @I FFAR @Sym greater @I Cohesion @Reff 13.1.5-6
+ @BulletList
+ @ListItem{the selected unit @I Disrupts (remove @I Regrouping)
+ /.3v @B or suffers a @I Casualty @B if it is @I Heroic, @Japanese, @Russian or @I FFAR @Sym greaterequal 10}
+ @ListItem{@B if it is a @I Rider, it and any other @I Riders must unload}
+ @ListItem{@I {non-vehicular} units conduct a @I Cohesion check @B unless @Japanese or @Russian}
+ @RawEndList}
+ @EndList
+ @BulletList
+ @ListItem{@B if roll = 10 @Sym ampersand @I MFA @I MV @Sym greaterequal 2 @Reff 13.1.7 :
+ @BulletList
+ @ListItem{unload @B all @I @RNP in the @B hex}
+ @ListItem{a random @I vehicle is @I Destroyed @Mark (@I Shocked @B if its an @I AFV)}
+ @RawEndList}
+ @EndList
+ }
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{@B ignore any roll @Sym lessequal @B 2, consider the @B{single highest} result per target :
+ @BulletList
+ @ListItem{@B if @I{Final Fire Attack Result} @Sym greater @I [E]AV
+ @BulletList
+ @ListItem{the vehicle is @I Destroyed (@I{Collateral Damage} if @I ATV @Sym greater 0 @Mark)}
+ @RawEndList}
+# @ListItem{@B if @I{Final Fire Attack Result} @Sym equal @I [E]AV /.3v @B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2 :
+# @BulletList
+# @ListItem{an @I AFV is @I Shocked}
+# @RawEndList}
+ @ListItem{an @I AFV is @I Shocked @B if :
+ @BulletList
+ @ListItem{@I{Final Fire Attack Result} @Sym equal @I [E]AV}
+ @ListItem{@B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2} # @B and roll @Sym equal 10}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@Underline @I Shocked @Reff 13.3.5 :
+ @BulletList
+ @ListItem{may only @I Recover, stay @I Shocked if already @I Shocked}
+ @ListItem{its @I Riders unload @Sym ampersand conduct a @I Cohesion check}
+ @RawEndList}
+ @ListItem{@Underline @I Destroyed @Reff 13.3.6 :
+ @BulletList
+ @ListItem{a destroyed @I FP is replaced with an @I IP}
+ @ListItem{@B if by roll 10 @Sym ampersand @I MFA @Sym greaterequal 2 @B or @I ATV @Sym greater 0 @Mark :
+ @BulletList
+ @ListItem{apply @I{Collateral Damage} once at the end of fire resolution}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{@Underline @I{Collateral Damage} @Reff 13.3.7 :
+ @BulletList
+ @ListItem{unload @B all @I @RNP in the @B hex}
+ @ListItem{for each @I Destroyed @Mark vehicles :
+ @BulletList
+ @ListItem{@I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
+ @ListItem{its @RNP @I Disrupt (@Japanese, @Russian @I Regrouping) /.3v @B and conduct a @I Cohesion check /.3v applies to units that unloaded a @I ATDRM marked vehicle}
+ @RawEndList}
+ @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault :
+ @BulletList
+ @ListItem{@B 1 on foot @I undisrupted unit is @I Disrupted (@Japanese, @Russian @I Regrouping)}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+# Shocked : it's Riders must unload and conduct a Cohesion Check @Reff 13.3.5
+# Destroyed : replaced with an IP, any units in the hex Collateral @Reff 13.3.6
+ }
+} }
diff --git a/LastHundredYards/tables/japanese.lou b/LastHundredYards/tables/japanese.lou
new file mode 100644
index 0000000..99f7ccf
--- /dev/null
+++ b/LastHundredYards/tables/japanese.lou
@@ -0,0 +1,36 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2.1}
+ @Row format { @Cell A }
+ A { //
+ @RawBulletList
+ @ListItem{@I{Casualty Points} are always 1 per box @Reff 21.2}
+ @ListItem{@I Reduced squads are @B 1 step @I combat units}
+ @ListItem{do @B not @I Disrupt @B but will suffer a @I casualty (@I reduce) instead @Reff 13.3.1 @Reff 13.3.2}
+ @ListItem{do @B not @I Disrupt in case of @I{Collateral Damage} @B but are marked @I Regrouping @Reff 13.3.7}
+ @ListItem{do @B not conduct a @I{Cohesion Check} due to @I{Small Arms Fire} and @I{Mortar Fire} @Reff 13.3.1.6}
+ #@ListItem{A squad suffering a casualty is flipped to its @I reduced side and if already @I reduced is removed from play}
+ @ListItem{lose @I Concealment @B if they @I Maneuvre in @I{cover-terrain} within @B 2 hexes, not 3 @Reff 4.3.1.1.b}
+ @ListItem{lose @I Hidden status @B if in @I LOS of an enemy @I combat unit within @B 2 hexes, not 3 @Reff 20.9.2}
+ #@ListItem{that @I Maneuvre in @I{cover-terrain} lose @I Concealment within @B 2 hexes, not 3 @Reff 4.3.1.1.b}
+ @ListItem{directed by a @I leader in @I Reaction may maneuver at least @B 2 hexes, not 1 @Reff 10.1.2.a}
+ @ListItem{may unload adjacent to a know enemy, but are marked @I Regrouping @Reff 10.4.6.2.d}
+ #@ListItem{that @I Disrupt upon exiting a @I{Secondary Impact Hex}, are @B not required to @I withdraw @Reff 11.4.7.2.c}
+ @ListItem{must @B not @I withdraw when @I Disrupt upon exiting a @I{Secondary Impact Hex} @Reff 11.4.7.2.c}
+ @ListItem{have a @B +1 @I{Recovery DRM} when attempting to recover from @I Regrouping status @Reff 12.2}
+ @ListItem{only the best unit conduct a @I Cohesion check @B when retreating adjacent to enemy units @Reff 14.3.3.5}
+ @ListItem{suffer @B no @I Maneuvre limitation at @I Night @Reff 17.1.c}
+ @ListItem{@I knee mortar @I squads, and @I reduced @I squads @B cannot deploy @Reff 10.3.2.a}
+ @ListItem{2 @I reduced squads, or 1 @I reduced squad and 1 deployed section may re-combine @Reff 10.3.3}
+ @ListItem{Knee Mortars, fire a @I SADRM @B or @I MDRM @B or @I Smoke @Reff 11.4.10
+ @BulletList
+ @ListItem{in @I Reactions, fires @B only at units it @I observed, at @B any in @I LOS if stacked with its @I leader @Reff 11.4.10.2}
+ @ListItem{the @I MV for a @I squad is @B 0, @B -1 for a @I reduced @I squad}
+ @ListItem{their @I{Primary Impact Hex} is considered a @I{Secondary Impact Hex}}
+ @ListItem{it @B cannot @I extend and @I recovers on a roll @Sym lessequal @B 5 @Reff 11.4.10.4}
+ @RawEndList}
+ @EndList
+}}}
diff --git a/LastHundredYards/tables/latw.lou b/LastHundredYards/tables/latw.lou
new file mode 100644
index 0000000..87b1a3e
--- /dev/null
+++ b/LastHundredYards/tables/latw.lou
@@ -0,0 +1,35 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+12.2c @Wide @Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@LATWs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{LATW 10p @Font{2.2.6 11.5.2}} B{zero-step non-@I combat unit}
+ @Row format { @StartHSpan @Cell A | @HSpan } A{ // 12c @Wide
+ @RawDashList
+ @ListItem{Hidden @Sym ampersand Concealment
+ @BulletList
+ @ListItem{may always set up @I Hidden @Reff 20.9.1}
+ @ListItem{@I hidden status is lost if in @I LOS and @B 2 hexes away instead of 3 @Reff 20.9.2.a}
+ @ListItem{@I concealment loss if maneuver in cover-terrain is @B 2 hexes instead of 3 @Reff 4.3.1.1.c}
+ @RawEndList}
+ @ListItem{Actions
+ @BulletList
+ @ListItem{may @Underline{move 1 hex and fire} if the hex entered is @Reff 11.5.2 :
+ @BulletList
+ @ListItem{a @I{cover-terrain} or behind a cover hexside}
+ @ListItem{contains an @I IP or friendly @I combat unit}
+ @RawEndList}
+ @ListItem{may @I Fire, @I Maneuver, or @I{Maneuver @Sym ampersand Fire} as @I{Limited Reaction} @Reff 8.3.f}
+ @ListItem{may @I fire in @I Reaction out of a @I minefield hex or @I wire hex @Reff 19.1-2}
+ @ListItem{when firing from a urban-road hex, /.3v @I LOS is blocked by building @I feature within the same hex @Reff 4.2.1.f}
+ @RawEndList}
+ @ListItem{Assault
+ @BulletList
+ @ListItem{can only @I assault with or @I reinforce friendly @I combat units @Reff 10.5.1.c}
+ @ListItem{+1 @I assault against an @I FP, @I{Towed Gun}, @I{Urban Building @Sym slash Road} @Reff 14.2.e}
+ @ListItem{triggers vehicle destruction if @I undisrupted @Reff 14.3.2}
+ @ListItem{is @I destroyed if with only 1 @I undisrupted, non-@I shocked @I combat unit @Reff 14.1.b}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/leaders.lou b/LastHundredYards/tables/leaders.lou
new file mode 100644
index 0000000..71f4330
--- /dev/null
+++ b/LastHundredYards/tables/leaders.lou
@@ -0,0 +1,60 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@Leaders} format { @Cell 16p @Font @B A | @Cell i{right} B } A{Leader 10p @Font{2.2.5}} B{zero-step non-@I combat unit}
+ @Row format { @StartHSpan @Cell A | @HSpan } A{ // 12.5c @Wide
+ @DashList
+ @ListItem{Initiative :
+ @BulletList
+ @ListItem{a player without a @I leader or an @I AFV forfeits the initiative.}
+ @RawEndList}
+ @ListItem{Activation Phase :
+ @BulletList
+ @ListItem{a platoon without a @I leader cannot coordinate @Reff 7.1}
+ @ListItem{ad hoc unit stacked with him cannot be activated by another platoon @Reff 7.2.a}
+ @ListItem{he may activate units from a single @I AFV platoon in the same hex @Reff 7.2.b}
+ @RawEndList}
+ @ListItem{Limited Reactions :
+ @BulletList
+ @ListItem{A @I leader may Maneuver or Recover and may direct units of its platoon /.3v (or ad hoc) to Maneuver or Recover if they are : @Reff 8.3.a
+ @BulletList
+ @ListItem{stacked with him in a Forest or Building }
+ @ListItem{within 1 hex in Open, @BOP, /.3v connecting road{@Sym slash}railroad or path hex}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{Mortar :
+ @BulletList
+ @ListItem{may request an MFA @B unless @I Disrupted, @I Regrouping, @I Heroic, @I {Out of Command} or in a @I{Primary Impact}, @I Assault hex or loaded in a vehicle in motion @Reff 11.4.4.1}
+ @ListItem{may request an MFA on its hex if pass a @I Cohesion check /.3v @B unless @I Disrupted, @I Regrouping or in a Primary Impact Hex. @Reff 11.4.4.2}
+ @ListItem{a Knee Mortar stacked with its @I leader may fire at any hex in its LOS. @Reff 11.4.10.2}
+ @RawEndList}
+ @ListItem{Assault :
+ @BulletList
+ @ListItem{only @B 1 @I leader may participate in an @I Assault @Reff{14.0}, conducts a @I Loss check @Reff 14.3.5}
+ @ListItem{may claim the @Char quotedblleft Defender in an Urban Building @Sym slash Road Hex @Char quotedblright @I DRM @Reff 14.2.i}
+ #@ListItem{@B unless @I Disrupted or @I Regrouping, may @I Assault @Sym slash reinforce with a friendly @I combat unit or reinforce a unit of the same platoon. @Reff 10.5.1.c}
+ @ListItem{can only @I assault with or @I reinforce friendly @I combat units @Reff 10.5.1.c}
+ @RawEndList}
+ @ListItem{Fire Resolution :
+ @BulletList
+ @ListItem{@B -1 to the @I{Final Result} if @B not @I Disrupted and has a higher @I Cohesion @Reff 13.1.4}
+ @RawEndList}
+ @ListItem{Recovery @Reff 12.1.1 :
+ @BulletList
+ @ListItem{a @I Regrouping @I leader can @B only assist other @I Regrouping units in its hex}
+ @ListItem{a @I leader @B not @I Disrupted, in an @I Assault, @I{Primary Impact} or @I Recovered @B may :
+ @BulletList
+ @ListItem{@I Maneuver then assist 1 @I Disrupted unit or @I Regrouping units in its hex}
+ @ListItem{on @I Rally, the @I leader may conduct an @I Action @B unless he already @I Maneuver. @Reff 12.5}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{Leader Loss (Sniper, Casualty, Assault) @Reff 13.3.4.1 :
+ @BulletList
+ @ListItem{place it @B 7 minutes ahead of the current time on the @I{Time Track}}
+ @ListItem{returns in the @I{Cleaning Phase}, @I Concealed @Sym slash @I Hidden with any unit of its @I Plt}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/limited_reactions.lou b/LastHundredYards/tables/limited_reactions.lou
new file mode 100644
index 0000000..31ebcae
--- /dev/null
+++ b/LastHundredYards/tables/limited_reactions.lou
@@ -0,0 +1,49 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+9.5c @Wide @Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Limited} format { @Cell 16p @Font @B A } A{Limited Reaction 10p @Font 8.3}
+ @Row format { @Cell A } A{ //
+ @RawBulletList
+ @ListItem{eligible units may reinforce an adjacent assaulted hex @Reff 10.5.1}
+ @ListItem{a @I leader or a @I{non-vehicular} @I combat unit may :
+ @BulletList
+ @ListItem{request @I{Mortar Fire Actions} and{@Sym slash}or @I Illuminations}
+ @RawEndList}
+ @ListItem{a @I leader may @I Maneuver or @I Recover @B and may /.3v give units of its @I Plt or Ad Hoc units similar orders @B if
+ @BulletList
+ @ListItem{at the beginning of his Reaction those units are :
+ @BulletList
+ @ListItem{@Russian within @B 1 hex of him}
+ @ListItem{stacked with him in a Forest or building hex}
+ @ListItem{within 1 hex in Open, @BOP, /.3v connecting road{@Sym slash}railroad or path hex}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{@I{non-vehicular} unit may :
+ @BulletList
+ @ListItem{load or unload @Reff 10.4.6.2}
+ @ListItem{withdraw (@I exc : @I{Towed Gun}, @I FPs) @Reff 10.3.1
+ @BulletList
+ @ListItem{@B{if not} from an @I{Impact Hex} @Reff 8.3.c :
+ @BulletList
+ @ListItem{d10 @Sym lessequal best @I Cohesion unit}
+ @ListItem{-1 if @I Elite and{@Sym slash}or assisted by its @I leader}
+ @ListItem{on failure the units are marked as @I Activated}
+ @RawEndList}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{@I vehicles may :
+ @BulletList
+ @ListItem{@I Maneuvre @B if in Motion @Reff 10.4}
+ @ListItem{@I Recover @Reff 12.7 or be placed in motion @Reff 10.4.1 @B if stationary}
+ @RawEndList}
+ @ListItem{@I Elite units may attempt @I Recovery @Reff 12.1}
+ @ListItem{@I LATW sections may @Reff 11.5.2 :
+ @BulletList
+ @ListItem{@I Fire, @I Maneuver, or @I Maneuver @Sym ampersand @I Fire}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/maneuver.lou b/LastHundredYards/tables/maneuver.lou
new file mode 100644
index 0000000..afba546
--- /dev/null
+++ b/LastHundredYards/tables/maneuver.lou
@@ -0,0 +1,66 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Maneuver} format { @Cell 16p @Font @B A } A{Maneuver 10p @Font 10.1}
+ @Rowa A{ ||
+ @Tbl
+ i {ctr}
+ iv {ctr}
+ rule {yes}
+ aformat { @Cell rule {no} paint {no} X | @Cell @B A | @Cell @B B | @Cell @B C }
+ bformat { @Cell ruleleft {no} i{right} A | @Cell B | @Cell C | @Cell D }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{Activation} B{Reaction} C{Reverse} X{MP (hex)}
+ @Rowb rulebelow {no} paint {@Odd} A{@B{on foot}} B{3 (2)} C{2 (1, @Japanese 2)} D{-}
+ @Rowb ruleabove {no} paint {@Odd} A{at night @Mark} B{(2) max} C{(1) max} D{-}
+ #@Rowb rulebelow {no} paint {@Odd} A{@B{on foot} /.3v at night @Mark} B{3 @Sym slash 2 /.3v 2h max} C{2 @Sym slash 1, @Japanese 2 /.3v 1h max} D{-}
+ @Rowb paint {@Even} A{@B tracked} B{5} C{4} D{3}
+ @Rowb paint {@Odd} A{@B wheeled} B{6} C{4} D{3}
+ @Rowb paint {@Even} A{at night} B{3} C{2} D{(1)} # FIXME asked on FB
+ }
+ @LP /.4v
+ @Underline{road bonus} : +1 @B not if enemy at 2 hexes @B or at @I Night
+ @LP @Japanese @B if directed by a @I leader in @I Reaction @Reff 10.1.2.a
+ @LP @Mark @I{at night} : unless @I Heroic, @Japanese or @Russian @Reff 17.1.c
+ @LP
+ @Tbl
+ rule {yes}
+ aformat { @Cell rule {no} paint {no} | @Cell i {ctr} @B A }
+ bformat { @Cell ruleleft {no} i{right} @B A | @Cell B }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{Infantry MP Cost}
+ @Rowb paint {@Odd} A{All} B{move within River @Sym slash Marsh}
+ @Rowb paint {@Even} A{2} B{Urban Building}
+ @Rowb paint {@Odd} A{1.5} B{any Woods @Sym slash Jungle - enter River @Sym slash Marsh}
+ @Rowb paint {@Even} A{+0.5} B{Fords - up Hill}
+ @Rowb paint {@Odd} A{+0} B{Wall - Tree Line}
+ }
+ @LLP @LLP @Tbl
+ rule {yes}
+ aformat { @Cell rule {no} paint {no} | @Cell i {ctr} @B A }
+ bformat { @Cell ruleleft {no} i{right} @B A | @Cell B }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{AFVs MP Cost}
+ @Rowb paint {@Odd} A{@Sym emptyset} B{Urban Building - River - Marsh}
+ @Rowb paint {@Even} A{4} B{heavy Woods @Sym slash Jungle}
+ @Rowb paint {@Odd} A{3} B{light Woods @Sym slash Jungle}
+ @Rowb paint {@Even} A{2} B{Path}
+ @Rowb paint {@Odd} rulebelow {yes} A{+1} B{Wall - Tree Line - Fords - up Hill}
+ }
+ @LLP @LLP @Tbl
+ rule {yes}
+ aformat { @Cell rule {no} paint {no} | @Cell i {ctr} @B A | @Cell i {ctr} @B B }
+ bformat { @Cell ruleleft {no} i{right} iv{ctr} @B A | @StartHSpan @Cell B | @HSpan }
+ cformat { @Cell ruleleft {no} i{right} iv{ctr} @B A | @Cell B | @Cell C}
+ {
+ @Rowa paint {@Even} ruleabove {no} A{HTs MP Cost} B{Trucks MP Cost}
+ @Rowb paint {@Odd} A{@Sym emptyset} B{Urban Building - Wall - Path - River /.3v Woods @Sym slash Jungle - Tree Line - Gully - Marsh}
+ @Rowc paint {@Even} A{2} B{} C{Rural - Beach /.3v Palm @Sym slash Orchards @Sym slash Bushes}
+ @Rowc paint {@Odd} A{+2} B{} C{Fords}
+ @Rowc paint {@Even} rulebelow {yes} A{+1} B{Fords - up Hill} C{up Hill}
+ }
+ }
+}}
diff --git a/LastHundredYards/tables/mdrm.lou b/LastHundredYards/tables/mdrm.lou
new file mode 100644
index 0000000..afd158c
--- /dev/null
+++ b/LastHundredYards/tables/mdrm.lou
@@ -0,0 +1,77 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@MDRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
+ A{Mortar Fire 10p @Font 11.4} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]}
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ 10p @Font { //
+ @RawBulletList
+ @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @I MFAs before acting /.3v (@I exc : @Russian only a leader, or a unit within 2 hexes of its leader)}
+ @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 :
+ @BulletList
+ @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}}
+ @ListItem{in a @I{Primary Impact Hex} or @I Assault hex (@I exc : @I{Fire on My Position})}
+ @ListItem{loaded, unless the @I vehicle is stationary}
+ @RawEndList}
+ @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4}
+ @ListItem{a @I leader @B may request an @I MFA on its position on a d10 @Sym lessequal its @I Cohesion}
+ @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7}
+ @EndList
+ }}
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ || @Tbl
+ indent {ctr}
+ rule {yes}
+ aformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E }
+ bformat { @Cell ruleleft {no} i{right} @B A | @Cell @I B | @Cell @I C | @Cell @I D | @Cell E }
+ {
+ @Rowa paint {@Odd} ruleabove {no} B{Primary} C{Secondary} D{@Sym numbersign MDRM} E{@Sym numbersign SMK}
+ @Rowb paint {@Even} A{@Sym less 60mm} B{0} C{N{@Sym slash}A} D{1} E{1}
+ @Rowb paint {@Odd} A{60mm Sec} B{0} C{red @Colour -1} D{2} E{3}
+ @Rowb paint {@Even} A{80-82mm Sec} B{+2} C{0} D{2} E{5}
+ @Rowb paint {@Odd} A{80-82mm Plt} B{+2} C{0} D{6 @Sym slash 8 @Russian} E{7}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ /.1v @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{+1} B{Airburst} C{@I{non-vehicular} in @I Forest or @I {Tree-Line}}
+ @Rowa paint {@Odd} A{+1} B{Target Density} C{per 2 @I{non-vehicular} steps over 4 @Sym arrowup /.3v @B not @I @RNP}
+ @Rowa paint {@Even} A{red @Colour -x} B{best TEM} C{@B none for assaulting, exiting units}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ 10p @Font { //
+ @RawBulletList
+# @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @B 1+ @I MFAs before acting}
+# @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 :
+# @BulletList
+# @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}}
+# @ListItem{in a @I{Primary Impact Hex} or @I Assault hex}
+# @ListItem{loaded, unless the @I vehicle is stationary}
+# @RawEndList}
+# @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4}
+# @ListItem{a @I leader @B may request an @I MFA on its @I{Assault Hex} on a d10 @Sym lessequal its @I Cohesion}
+# @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7}
+ @ListItem{place a @I Primary @I MDRM on target @B unless @I Hindrance or @Russian mortar @Reff 11.4.5.4}
+ @ListItem{roll for remaining @I MDRM, on @Sym greaterequal 7 place a @I Primary @I MDRM on target}
+ @ListItem{@Underline{@I{Primary Impact Hex}} @Reff 11.4.7.1 :
+ @BulletList
+ @ListItem{@B only @I AFVs and @I FPs have @I LOS out of and are allowed to @I Fire}
+ @ListItem{@B only @I AFVs @B without @I Riders may enter the hex}
+ #@ListItem{@I{non-vehicular}, @I FV, @I Carrier and @I AFVs @B with @I Riders @B cannot enter}
+ @ListItem{@I{non-vehicular} may @B only @I Withdraw, resolve @I MDRM @B no @I TEM on exit}
+ @RawEndList}
+ @ListItem{@Underline{@I{Secondary Impact Hex}} @Reff 11.4.7.2 :
+ @BulletList
+ @ListItem{@I{non-vehicular}, @I FV and @I Carrier are @I Suppressed for @I Fire and @I Recovery}
+ @ListItem{@I{non-vehicular} resolve @I MDRM @B no TEM on exit /.3v @B must @I Withdraw if @I Disrupted unless @Japanese or @Russian}
+ @RawEndList}
+ @EndList
+ }}
+}}
diff --git a/LastHundredYards/tables/mines.lou b/LastHundredYards/tables/mines.lou
new file mode 100644
index 0000000..7dab496
--- /dev/null
+++ b/LastHundredYards/tables/mines.lou
@@ -0,0 +1,53 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Mines} format { @Cell 16p @Font @B A } A{Mines @Sym ampersand Wire 10p @Font 19.0}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@B cannot be placed with themse, @I IP, @I FP or in a river or bridge hex}
+ @EndList
+ }
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @I Minefield :
+ @BulletList
+ @ListItem{any unit must @B stop on entry @B unless @I Heroic}
+ @ListItem{non-@I vehicular :
+ @BulletList
+ @ListItem{@B 1 random unit suffers a @I Casualty on a roll @Sym equal @B 10}
+ @ListItem{@I Fire is limited to infantry and @I LATW, @B only in Reaction}
+ @RawEndList}
+ @ListItem{each vehicle is :
+ @BulletList
+ @ListItem{@I Shocked on a roll @Sym greaterequal @B 9 @B if @I AFVs}
+ @ListItem{@I Destroyed on a roll @Sym greaterequal @B 8}
+ @RawEndList}
+ @ListItem{on @B exit, non-@I Heroic units @B fail on @Sym greater @B 5 (considered to have acted)}
+ #@ListItem{on @B exit, non-@I Heroic units @B fail on @Sym greater @B 5 (@I Maneuver considered done)}
+ @RawEndList}
+ @EndList
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@Underline @I Wires:
+ @BulletList
+ @ListItem{@B only non-@I vehicular units and @I AFVs may @B enter a @I Wire hex}
+ @ListItem{non-@I vehicular :
+ @BulletList
+ @ListItem{must @B stop}
+ @ListItem{@I Fire is limited to infantry and @I LATW, @B only in Reaction}
+ @ListItem{on @B exit, non-@I Heroic units @B fail on @Sym greater @B 5 (considered to have acted)}
+ #@ListItem{on @B exit, non-@I Heroic units @B fail on @Sym greater @B 5 (@I Maneuver considered done)}
+ @RawEndList}
+ @ListItem{@I AFVs :
+ @BulletList
+ @ListItem{@B +1 MP to enter}
+ @ListItem{on @B exit is @I Shocked @Sym ampersand unload on a roll @Sym equal @B 10, otherwise remove @I Wire}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/recovery.lou b/LastHundredYards/tables/recovery.lou
new file mode 100644
index 0000000..72a2ca8
--- /dev/null
+++ b/LastHundredYards/tables/recovery.lou
@@ -0,0 +1,93 @@
+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
+ }
+}}
diff --git a/LastHundredYards/tables/sadrm.lou b/LastHundredYards/tables/sadrm.lou
new file mode 100644
index 0000000..e806326
--- /dev/null
+++ b/LastHundredYards/tables/sadrm.lou
@@ -0,0 +1,87 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@SADRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
+ A{Small Arms Fire 10p @Font 11.3} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]}
+ @Row format { @Cell A | @Cell B }
+ A{ /.1v @Tbl
+ indent {ctr}
+ rule {yes}
+ #aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan }
+ bformat { @Cell rule {no} paint {none} @B A | @Cell width {1.2c} @B B | @Cell width {1.2c} @B C | @Cell width {1.2c} @B D | @Cell width {1.2c} @B E | @Cell width {1.2c} @B F }
+ cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F }
+ {
+ #@Rowa B{Range}
+ @Rowb paint {@Odd} ruleabove {no} A{DRM} B{@Sym lessequal 4} C{8} D{10} E{12} F{15}
+ @Rowc paint {@Even} A{-} B{1} C{1-2} D{1-3} E{1-3} F{1-4}
+ @Rowc paint {@Odd} A{red @Colour -1} B{2} C{3} D{4} E{4} F{5-6}
+ @Rowc paint {@Even} A{red @Colour -2} B{3} C{4} D{5} E{5-6} F{7-8}
+ @Rowc paint {@Odd} A{red @Colour -3} B{4} C{5-8} D{6-10} E{7-12} F{9-15}
+ }
+ }
+ B{ 10p @Font { //
+ @RawBulletList
+ @ListItem{@B cannot @I Fire into a hex
+ @BulletList
+ @ListItem{@B without known enemy unit @Reff 11.0.b}
+ @ListItem{@B with friendly @I{non-vehicular} units /.3v (@I exc : with a @I FP in @I Assault hex) @Reff 2.2.4}
+ @RawEndList}
+ @ListItem{@I{non-vehicular} units @B cannot @I Fire if
+ @BulletList
+ @ListItem{loaded @Reff 11.3.b}
+ @ListItem{in a @I{Primary Impact Hex} @Reff 11.4.7.1.a}
+ @RawEndList}
+ @EndList
+# @RawBulletList
+# @ListItem{keep best @I SADRM @Sym slash @I MDRM + d10}
+# @ListItem{identify best unit @I Cohesion within :
+# @ListItem{best @I Cohesion unit priority :
+# @BulletList
+# indent { .2c }
+# @ListItem{good-order @I combat units}
+# @ListItem{@I Concealed @I combat units}
+# @ListItem{@I Disrupted @I combat units}
+# @ListItem{@I{non-combat} units}
+# @RawEndList}
+# @ListItem{tie : best @I AV @Sym arrowright best @I SAV @Sym arrowright random}
+# @ListItem{-1 if @I leader @I Cohesion is higher}
+# @ListItem{@I Disrupt if @Sym greater @I Cohesion}
+# @ListItem{and suffers @I Casualty if @Sym greaterequal 10}
+# @ListItem{@I Disrupt if @Sym greater best @I Cohesion}
+# @ListItem{@I Casualty if @Sym greaterequal 10}
+# @EndList
+ }}
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ /.1v @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @StartHSpan @Cell ruleleft {no} i{left} A | @HSpan | @HSpan }
+ bformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C }
+ {
+ @Rowb paint {@Even} ruleabove {no} A{+1} B{Enfilade} C{@B not if @B 2+ @I{non-vehicular} @I Combat units}
+ @Rowb paint {@Odd} A{+1} B{Target Density} C{every 2 steps of @I{non-vehicular} over 4 @Sym arrowup /.3v @B including @I @RNP}
+ @Rowb paint {@Even} A{red @Colour -1} B{Hindrances} C{for each applicable @I Hindrance}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Concealed Target} C{all defending @I combat units are @I Concealed}
+ @Rowb paint {@Even} A{red @Colour -1} B{Go to Ground} C{all defending @I{non-vehicular} units are @I Disrupted}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Regrouping Fire} C{firing unit is @I Regrouping}
+ @Rowb paint {@Even} A{red @Colour -1} B{Night Fire} C{firing at night}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Friendly AFV @Sym slash HT} C{unloaded @I{non-vehicular} in @I{open-terrain}, /.3v @B not @I {Towed Gun}, @B not across a @I Wall or @I {Tree-Line}}
+ @Rowb paint {@Even} A{red @Colour -1} B{Suppressed Fire} C{@Sym numbersign applicable @I DRM @Sym slash 2 @Sym arrowup } # /.3v @I{SA{@Sym slash}MDRM} : @I{non-vehicular} (@B not @I FP), @I FV, @I Carrier /.3v @I ATDRM : @I vehicular, @I{Towed Gun}}
+ @Rowb paint {@Odd} A{red @Colour -x} B{best TEM} C{@B not if the target hex contains @I Riders}
+ @Rowa ruleabovewidth {.1v} A{ @I{Reaction Fire} - @I Infantry, @I MGs, @I FPs }
+ @Rowb paint {@Even} A{+1} B{Proximity Fire} C{within 2 hexes, @B not from @I Assault hex}
+ @Rowb paint {@Odd} A{red @Colour -2} B{Split Fire 8p @Font{(2 targets)}} C{@I SAV @Sym greaterequal 1, @I Fire through at most 2 adjacent hexsides}
+ @Rowa ruleabovewidth {.1v} A{ @I Vehicle Firing }
+ @Rowb paint {@Odd} A{+1} B{HE vs Building @Sym slash IP} C{@I vehicles @Sym ampersand Towed Gun with @I SAV @Sym lessequal 1 and @Underline range}
+ @Rowb paint {@Even} A{red @Colour -1 @Sym slash red @Colour -2} B{Motion Fire} C{0 @Sym slash 1 hex : @I{Shoot @Sym ampersand Scoot} or @I{Halt @Sym ampersand Fire}}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ //
+ @RawBulletList
+ @ListItem{@I Passengers and loaded @I{Towed Guns} are immune to @I{Small Arms Fire} @Reff 11.3.c}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/setup.lou b/LastHundredYards/tables/setup.lou
new file mode 100644
index 0000000..f999ae8
--- /dev/null
+++ b/LastHundredYards/tables/setup.lou
@@ -0,0 +1,36 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@AVFs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{Setup 10p @Font{20.7}}
+ @Rowa A { //
+ @RawBulletList
+ @ListItem{up to 1 @I Squad from each @I Blt may set up deployed}
+ @ListItem{defending non-@I vehicular combat units, @I leaders and dummies may set up in an @I IP}
+ @ListItem{units may setup or enter the map @I concealed}
+ @ListItem{
+e) Some units may set up Hidden [20.9].
+ @ListItem{
+f) Vehicles may begin or enter play in motion and/or loaded unless
+Hidden.
+ @ListItem{
+g) Mortars listed in a Mission Force are placed in the Mortar Support
+Available Box at start or when they enter as reinforcements unless
+stated otherwise in an MSR.
+ @ListItem{
+h) All forces starting offboard, or entering as reinforcements, must
+set up adjacent to the hexes they will enter prior to entry unless
+they enter as Airborne Landings [16.0].
+ @ListItem{
+i) Forces that set up or enter play from offboard, may enter as scheduled, or delay their entry to a subsequent game turn.
+ @ListItem{
+j) An attacking player whose forces enter from offboard may conduct
+an MFA, if available, prior to the requesting unit’s entry. In this
+case, the FO is placed in any eligible entry hex.
+ @ListItem{
+k) Dummies must set up in a Forest or Building hex.
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/tems.lou b/LastHundredYards/tables/tems.lou
new file mode 100644
index 0000000..4a56681
--- /dev/null
+++ b/LastHundredYards/tables/tems.lou
@@ -0,0 +1,71 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@TEMs} format { @Cell 16p @Font @B A } A{TEMs @Sym ampersand LOS}
+ @Row format { @Cell i {ctr} A } A{@B not cumulative, use the lowest value}
+ @Row format { @Cell i {ctr} A } A{
+ || @Tbl
+ i {ctr}
+ iv {ctr}
+ rule {yes}
+ aformat { @Cell rule {no} paint {no} | @Cell paint {@SADRM} @B A | @Cell paint {@MDRM} @B B }
+ bformat { @Cell ruleleft {no} i{right} A | @Cell B | @Cell C }
+ cformat { @Cell ruleleft {no} i{right} A | @StartHSpan @Cell B | @HSpan }
+ {
+ @Rowa paint {@Even} ruleabove {no} A{SADRM} B{MDRM}
+ @Rowb paint {@Odd} A{Marsh} B{-} C{red @Colour -1}
+ @Rowb paint {@Even} A{Hut - Wall} B{red @Colour -1} C{-}
+ @Rowc paint {@Odd} A{Woods - Jungle /.3v Tree-lines - Hill} B{red @Colour -1} C{red @Colour -1}
+ @Rowc paint {@Even} A{Wooden Bldg /.3v IPs - FPs} B{red @Colour -2} C{red @Colour -2}
+ @Rowc paint {@Odd} A{Stone @Sym slash Urban Bldg} B{red @Colour -3} C{red @Colour -3}
+ }
+ }
+ @Row format { @Cell A } A{ //
+ @RawBulletList
+ @ListItem{@Underline Hindrances @B are cumulative @Reff 4.2.4 :
+ @BulletList
+ @ListItem{@I MDRM, @I Smoke}
+ @ListItem{@I Roadblock, @I @BOP}
+ @ListItem{@I{Enclosed Road} hex containing a vehicle}
+ @RawEndList}
+ @ListItem{use the @B best when @I LOS is traced @B between 2}
+ #@ListItem{when @I LOS is traced @B between 2, use the @B best one}
+ @EndList
+ }
+ @Row format { @Cell A } A{@Bullet @I walls and @I hedgerows do @B not cast blind hexes @Reff 4.2.3}
+ @Row format { @Cell A } A{@Bullet @I{Anti-Tank Fire} into @Sym slash from an @Underline @I{Urban Road} hex /.3v is blocked by its building feature @Reff 4.2.1.f}
+ @Row format { @Cell A } A{ //
+ @RawBulletList
+ @ListItem{@Underline{Enclosed Road} @Reff 4.1.9.4 :
+ @BulletList
+ @ListItem{by @I buildings, @I forest or @I{tree lines}}
+ #@ListItem{@I vehicles @Sym ampersand @I{Towed Guns} are on the road}
+ #@ListItem{other units are on the sides of the road}
+ @ListItem{observation for @I reaction is limited to @B 4 hexes /.3v @B 6 if it is a vehicle @Sym slash @I{Towed Gun}}
+ @ListItem{@I Fire is limited : @Tbl {@Row format { @Cell paint {@SADRM} @B A | @Cell paint {@MDRM} @B B | @Cell paint {@ATDRM} @B C } A{2} B{4} C{6} }}
+ @RawEndList}
+ @EndList
+# || @Tbl
+# i {ctr}
+# iv {ctr}
+# rule {yes}
+# aformat { @Cell rule {no} paint {no} | @Cell paint {@SADRM} @B A | @Cell paint {@MDRM} @B B | @Cell paint {@ATDRM} @B C }
+# bformat { @Cell ruleleft {no} i{right} A | @Cell B | @Cell C | @Cell D }
+# {
+# @Rowa paint {@Even} ruleabove {no} A{SADRM} B{MDRM} C{ATDRM}
+# @Rowb paint {@Odd} A{Fire} B{2} C {4} D{6}
+# #@Rowb paint {@Even} A{Reaction} B{} C {other} D{vehicle @Sym slash @I{Towed Gun}}
+# }
+ }
+}}
+
+# ifor Ani-Tank Fire, LOS is blocked by building feature into or from an Urban Road Hex
+
+
+# 4.2.1.f
+#is traced to, or from, a vehicle, Towed Gun, or LATW in an Urban
+#Building Road hex and the LOS intersects a building feature within
+#the same urban-road hex occupied by the vehicle, Towed Gun, or LATW [See example 24.1.3];
diff --git a/LastHundredYards/tables/tracks.lou b/LastHundredYards/tables/tracks.lou
new file mode 100644
index 0000000..a973116
--- /dev/null
+++ b/LastHundredYards/tables/tracks.lou
@@ -0,0 +1,90 @@
+@Tbl
+ #rule {yes}
+ margin {0c}
+ aformat { @StartHSpan @Cell 40p @Font A | @HSpan }
+{
+ @Rowa A { || @Tbl
+ i {ctr}
+ iv {ctr}
+ rule {yes}
+ margin {.09c}
+ width { 1.7c }
+ height { 1.7c }
+ aformat { @Cell paint{@Xrgb aquamarine} A | @Cell paint{@Xrgb aquamarine} B | @Cell paint{@Xrgb aquamarine} C | @Cell paint{@Xrgb aquamarine} D | @Cell paint{@Xrgb aquamarine} E | @Cell paint{@Xrgb aquamarine} F | @Cell paint{@Xrgb aquamarine} G | @Cell paint{@Xrgb aquamarine} H |
+ @Cell i{ctr} paint{@Xrgb cornsilk} I |
+ @Cell paint{@Xrgb lightsteelblue2} J | @Cell paint{@Xrgb lightsteelblue2} K | @Cell paint{@Xrgb lightsteelblue2} L | @Cell paint{@Xrgb lightsteelblue2} M | @Cell paint{@Xrgb lightsteelblue2} N | @Cell paint{@Xrgb lightsteelblue2} O | @Cell paint{@Xrgb lightsteelblue2} P | @Cell paint{@Xrgb lightsteelblue2} Q }
+ {
+ @Rowa i{right}
+ A{/.1co 8{|.1c 12p @Font{/.6co 24}}}
+ B{/.1co 7{|.1c 12p @Font{/.6co 21}}}
+ C{/.1co 6{|.1c 12p @Font{/.6co 18}}}
+ D{/.1co 5{|.1c 12p @Font{/.6co 15}}}
+ E{/.1co 4{|.1c 12p @Font{/.6co 12}}}
+ F{/.1co 3{|.3c 12p @Font{/.6co 9}}}
+ G{/.1co 2{|.2c 12p @Font{/.6co 6}}}
+ H{/.1co 1{|.3c 12p @Font{/.6co 4}}}
+ I{/.2co 0}
+ J{/.1co 1{|.2c 12p @Font red @Colour{/.6co -4}}}
+ K{/.1co 2{|.2c 12p @Font red @Colour{/.6co -6}}}
+ L{/.1co 3{|.2c 12p @Font red @Colour{/.6co -9}}}
+ M{/.1co 4{| 12p @Font red @Colour{/.6co -12}}}
+ N{/.1co 5{| 12p @Font red @Colour{/.6co -15}}}
+ O{/.1co 6{| 12p @Font red @Colour{/.6co -18}}}
+ P{/.1co 7{| 12p @Font red @Colour{/.6co -21}}}
+ Q{/.1co 8{| 12p @Font red @Colour{/.6co -24}}}
+ }}
+
+ @Row format {@Cell 40p @Font A | @StartVSpan @Cell margin {.05c} B }
+ A{ || @Tbl
+ i {ctr}
+ iv {ctr}
+ rule {yes}
+ margin {0c}
+ width { 1.7c }
+ height { 1.7c }
+ aformat { @Cell paint{@Xrgb gold} A | @Cell paint{@Xrgb gold} B | @Cell paint{@Xrgb gold} C | @Cell paint{@Xrgb gold} D | @Cell paint{@Xrgb gold} E | @Cell paint{@Xrgb gold} F | @Cell paint{@Xrgb gold} G | @Cell paint{@Xrgb gold} H | @Cell paint{@Xrgb gold} I | @Cell paint{@Xrgb gold} J }
+ {
+ @Rowa A{/.1co 0} B{/.2co 1} C{/.2co 2} D{/.2co 3} E{/.2co 4} F{/.2co 5} G{/.2co 6} H{/.2co 7} I{/.2co 8} J{/.2co 9}
+ }}
+ B{ || 11.9c @Wide @Tbl
+ #rule{yes}
+ margin {0.1c}
+ aformat { @Cell A | @Cell i{ctr} iv{ctr} B | @Cell i{ctr} iv{ctr} C }
+ {
+ @Rowa A{ || @Tbl
+ rule {yes}
+ i {ctr}
+ aformat { @Cell ruleleft{no} A | @Cell B }
+ {
+ @Row paint{@Even} ruleabove{no} ruleleft{no} format { @StartHSpan @Cell A | @HSpan } A{TIME LAPSE}
+ @Rowa paint{@Odd} A{1 - 2} B{2}
+ @Rowa paint{@Even} A{3 - 5} B{3}
+ @Rowa paint{@Odd} A{6 - 8} B{4}
+ @Rowa paint{@Even} A{9 - 10} B{5}
+ }}
+ B{ || @Tbl rule{yes} width { 2.7c } height { 2.7c } i{ctr} iv{ctr} paint {@Xrgb rosybrown} { @Row format { @Cell A} A{@B INITIATIVE /.3v odd Axis /.3v even Allies} } }
+# C{ || 6c @Wide @Tbl rule{yes} i{ctr} {
+# @Row format { @Cell break {clines} A } A{MORTAR SUPPORT /.3v PENDING /.3v Section Recover{@Sym slash}Extend @Sym lessequal 4 /.3v Platoons Recover{@Sym slash}Extend @Sym lessequal 4}
+# @Row format { @Cell break {clines} A } A{MORTAR SUPPORT /.3v AVAILABLE}
+# }}
+ C{ || 7c @Wide @Tbl rule{yes} i{ctr} break {clines} margin {0c} paint {@Xrgb grey87} {
+ @Row rulebelow {no} format { @StartHSpan @Cell A | @HSpan } A{/.07co MORTAR SUPPORT}
+ @Row ruleabove {no} format { @Cell width {2.85c} height {2.7c} break {clines} A | @Cell B }
+ A{/.07co PENDING @LP Recover{@Sym slash}Extend @LP Sections @Sym lessequal 4 @LP Platoons @Sym lessequal 3}
+ B{/.07co AVAILABLE}
+ }}
+ }
+ }
+
+ @Row format {@Cell 40p @Font A | @VSpan } A{ || @Tbl
+ i {ctr}
+ iv {ctr}
+ rule {yes}
+ margin {0c}
+ width { 1.7c }
+ height { 1.7c }
+ aformat { @Cell paint{@Xrgb yellowgreen} A | @Cell paint{@Xrgb yellowgreen} B | @Cell paint{@Xrgb yellowgreen} C | @Cell paint{@Xrgb yellowgreen} D | @Cell paint{@Xrgb yellowgreen} E | @Cell paint{@Xrgb yellowgreen} F | @Cell paint{@Xrgb lightsalmon} G | @Cell paint{@Xrgb lightsalmon} H | @Cell paint{@Xrgb lightsalmon} I | @Cell paint{@Xrgb lightsalmon} J }
+ {
+ @Rowa A{/.2co 0} B{/.2co 10} C{/.2co 20} D{/.2co 30} E{/.2co 40} F{/.2co 50} G{/.2co 0} H{/.2co 1} I{/.2co 2} J{/.2co 3}
+ }}
+}
diff --git a/LastHundredYards/tables/transport.lou b/LastHundredYards/tables/transport.lou
new file mode 100644
index 0000000..623a094
--- /dev/null
+++ b/LastHundredYards/tables/transport.lou
@@ -0,0 +1,53 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Transport} format { @Cell 16p @Font @B A } A{Transport 10p @Font 10.4.6}
+ @Rowa A{
+ || @Tbl
+ indent {ctr}
+ rule {yes}
+ {
+ @Row paint{@Even} ruleabove {no} format { | @Cell @B B | @Cell @B C | @Cell @B D} B{non-vehicular} C{leader} D {LATW or FT}
+ @Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{AFVs @Sym ampersand HTs} B{2 steps} C{1} D{1}
+ @Row paint{@Even} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{Trucks} B{4 steps} C{1} D{1}
+ @Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @StartHSpan @Cell C | @HSpan} A{Jeeps} B{1 steps} C{1}
+ @Row paint{@Even} format {@Cell ruleleft {no} @B A | @StartHSpan @Cell B | @HSpan | @HSpan} A{Carriers} B{Passengers or @I{Towed Gun}} C{1}
+ }
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@I @RNP @Reff 10.4.6.2 :
+ @BulletList
+ @ListItem{@B cannot load if @I Disrupted}
+ @ListItem{@B cannot load or unload adjacent to known enemy unit /.3v @Japanese or @Russian @B may but are marked @I Regrouping}
+ @ListItem{load @Sym slash unload as their @B only action of the game turn}
+ @ListItem{@B all @I AFV @I Riders @B unload in their hex /.3v @B if any is @I Disrupted or the @I AFV @I Fires or is @I Shocked}
+ #@ListItem{load or unload in the @B same hex as the transporter or adjacent if they are in a forest or urban-building hex}
+ @RawEndList}
+ @ListItem{to @B load, the @I vehicle must be @B stationary @Reff 10.4.6.2.1 :
+ @BulletList
+ @ListItem{in the @B same hex as its @I @RNP /.3v @B or adjacent if they are in a forest or urban-building hex}
+ @ListItem{@B may @I Shoot @Sym ampersand @I Scoot}
+ @RawEndList}
+ @ListItem{to @B unload the @I vehicle must be @B stationary /.3v @B or marked with a @RMotion @Reff 10.4.6.2.2 :
+ @BulletList
+ @ListItem{@I @RNP unload in the @B same hex}
+ @ListItem{@B may @I Halt @Sym ampersand @I Fire}
+ @RawEndList}
+ @ListItem{@Underline @I{Towed Gun} have 0 step inherent @I Carrier @Reff 10.4.6.3 :
+ @BulletList
+ @ListItem{as the @B only game turn @I Action for both /.3v they can load @B or unload @B or @I Maneuver if loaded}
+ @ListItem{if in a hex a @I Carrier @B cannot enter it may /.3v load onto or unload from a @I Carrier in an adjacent hex}
+ @RawEndList}
+# @ListItem{@Underline @I{Collateral Damage} (@B if @I ATV @Sym greater 0) @Reff 13.3.7 :
+# @BulletList
+# @ListItem{@I @RNP even if already unloaded, @B must : /.3v unload, @I Disrupt (@Japanese or @Russian @I Regrouping), @I Cohesion check}
+# @ListItem{loaded @I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
+# @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault : /.3v @B 1 @I undisrupted unit is @I Disrupted (@Japanese or @Russian @I Regrouping)}
+# @RawEndList}
+ @EndList
+ }
+}}
diff --git a/LastHundredYards/tables/withdrawal.lou b/LastHundredYards/tables/withdrawal.lou
new file mode 100644
index 0000000..995d649
--- /dev/null
+++ b/LastHundredYards/tables/withdrawal.lou
@@ -0,0 +1,78 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Withdrawal} format { @Cell 16p @Font @B A } A{Withdrawal 10p @Font 10.3.1 @Sym slash Retreat 10p @Font 14.3.3}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Withdrawal : @B 1-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{remove @I Regrouping markers @B unless @Russian @I{Out of Command}}
+ #@ListItem{may attempt to @I Withdraw when under @I Assault @Reff 10.5.3.1}
+ @ListItem{@B cannot withdraw from an hex with a @I Nationality marker @Reff 10.5.3.2}
+ @ListItem{@B cannot enter an enemy-occupied or a @I{Primary Impact Hex} @Reff 11.4.7}
+ #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
+ @RawEndList
+ }
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Retreat : @B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{@Underline @I Retreat : triggers @B no enemy @I Reaction}
+ #@ListItem{@B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
+ #@ListItem{unloaded @I{Towed Guns}, @I Shocked vehicles, and @I FPs are eliminated}
+ @ListItem{@B cannot end in a @I{Mortar Impact Hex}}
+ @ListItem{@B may retreat @B 1 hex if the destination is a @I cover-terrain hex, /.3v contains a vehicle, or the hexside crossed is a wall}
+ @ListItem{units are eliminated @B if must retreat through prohibited hex(sides)}
+ #@ListItem{@B must follow the priorities, even if it means retreating into a hex containing a minefield or wire}
+ #@ListItem{units are eliminated @B if forced to retreat into or across prohibited hexes or hexsides}
+ #@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
+ @ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion}
+ @BulletList
+ @ListItem{@I FVs and @I Carriers are eliminated @B if forced to retreat through :
+ @BulletList
+ @ListItem{forest @B or not along tree-lined road @Sym slash railroad}
+ @RawEndList}
+ @ListItem{are @B not affected by enemy-occupied hexes}
+ @RawEndList}
+ @RawEndList
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@B must take the shortest route toward FBE, @I Assembly or @Russian @I leader} # 16.1.8
+ @ListItem{max @B 3 hexes @B if at @I Night @B or through 1 or more /.3v River, Marsh, Jungle, Urban Building, or Sunken Road hex}
+ @ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex}, @B no @I TEMs @Reff 11.4.7} # FIXME not assault hex
+ @ListItem{@B allowed to move @B adjacent to a @I{Good Order} enemy @I combat unit @B if :
+ @BulletList
+ @ListItem{the enemy hex is a @I{Primary Impact Hex} @B or @I{Nationality Hex}}
+ @ListItem{@B or the entered hex contains a @I{Good Order} friendly @I combat unit}
+ @RawEndList}
+ @ListItem{@Underline{movement priority} (@B no consecutive lateral moves) :
+ @BulletList
+ @ListItem{@B allowed shortest path, then @Mark @B{not allowed} adjacent to an enemy}
+ @ListItem{hex @B{further away} from the origin @B if forced by impassable terrain}
+ @ListItem{@B may move along an impassable @I River to reach a @I bridge or @I Ford}
+ @ListItem{@B may be forced to @Underline @I retreat into an enemy-occupied hex, @B Breakout}
+ @RawEndList}
+ @RawEndList
+ }
+ @Rowa ruleabove {yes} A{ //
+ @RawBulletList
+ @ListItem{@Underline @B Withdrawal :
+ @BulletList
+ @ListItem{remove @I Regrouping marker @B unless @Russian @I{Out of Command}}
+ @ListItem{mark @I Regrouping @B if moved in @Mark @B unless @I Disrupted}
+ @RawEndList}
+ @ListItem{@Underline @B Retreat :
+ @BulletList
+ @ListItem{@B if not @I Disrupted @B and moved in @Mark @B unless it's an @I{Assault Arrow Hex} /.3v @B or the hex entered is an @I Urban hex :
+ @BulletList
+ #@ListItem{each unit conduct a @I Cohesion check, @I Disrupt on failure, @Japanese or @Russian only the best}
+ @ListItem{each unit conducts a @I Cohesion check and @I Disrupt on failure}
+ @ListItem{@Japanese or @Russian only the best unit conducts a @I Cohesion or is @I Reduced}
+ @RawEndList}
+ @ListItem{@B Breakout units conduct a @I Cohesion check, @B cannot end in this hex}# @Reff 14.3.3.6}
+ @RawEndList}
+ @RawEndList
+ }
+}}