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-rw-r--r--LastHundredYards/tables/japanese.lou2
-rw-r--r--LastHundredYards/tables/maneuver.lou2
-rw-r--r--LastHundredYards/tables/recovery.lou2
-rw-r--r--LastHundredYards/tables/withdrawal.lou2
4 files changed, 4 insertions, 4 deletions
diff --git a/LastHundredYards/tables/japanese.lou b/LastHundredYards/tables/japanese.lou
index 2ab10a3..620725e 100644
--- a/LastHundredYards/tables/japanese.lou
+++ b/LastHundredYards/tables/japanese.lou
@@ -3,7 +3,7 @@ black @Colour @CurveBox margin {.1c} black @Colour {
#rule {yes}
margin {.1c}
{
- @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2.1 @Version 1}
+ @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2 @Version 1}
@Row format { @Cell A }
A { //
@RawBulletList
diff --git a/LastHundredYards/tables/maneuver.lou b/LastHundredYards/tables/maneuver.lou
index 8deb095..d5b7416 100644
--- a/LastHundredYards/tables/maneuver.lou
+++ b/LastHundredYards/tables/maneuver.lou
@@ -19,7 +19,7 @@ black @Colour @CurveBox margin {.1c} black @Colour {
#@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
+ @Rowb paint {@Even} A{at night} B{3} C{2} D{(1)} # FIXME : asked on FB answers say 3 / 2
}
@LP /.4v
@Underline{road bonus} : +1 @B not if enemy at 2 hexes @B or at @I Night
diff --git a/LastHundredYards/tables/recovery.lou b/LastHundredYards/tables/recovery.lou
index 44ae2b5..80db5bc 100644
--- a/LastHundredYards/tables/recovery.lou
+++ b/LastHundredYards/tables/recovery.lou
@@ -73,7 +73,7 @@ black @Colour @CurveBox margin {.1c} black @Colour {
}
B {
@BulletList
-# FIXME 12.6.2 Restrictions stays in assaulted hex, closest is assaulting enemy, reiforce friends
+# 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 }
diff --git a/LastHundredYards/tables/withdrawal.lou b/LastHundredYards/tables/withdrawal.lou
index 7aa1516..fe443ca 100644
--- a/LastHundredYards/tables/withdrawal.lou
+++ b/LastHundredYards/tables/withdrawal.lou
@@ -41,7 +41,7 @@ black @Colour @CurveBox margin {.1c} black @Colour {
@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 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}}