From 2ef0a57ef99c98a43fbb5d5e84f269774c119e09 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9my=20Zurcher?= Date: Mon, 9 Nov 2020 09:32:02 +0100 Subject: add DDayAtOmahaBeach --- DDayAtOmahaBeach/DDayOmaha-Basic.lou | 386 +++ DDayAtOmahaBeach/DDayOmaha-Basic.lou.ld | 4659 +++++++++++++++++++++++++++++++ DDayAtOmahaBeach/DDayOmaha-Basic.pdf | Bin 0 -> 84682 bytes DDayAtOmahaBeach/Makefile | 17 + DDayAtOmahaBeach/german_defense.lou | 14 + DDayAtOmahaBeach/german_fire.lou | 15 + DDayAtOmahaBeach/imgs/aa.eps | 90 + DDayAtOmahaBeach/imgs/aa.svg | 71 + DDayAtOmahaBeach/imgs/arty.eps | 99 + DDayAtOmahaBeach/imgs/arty.svg | 69 + DDayAtOmahaBeach/imgs/at.eps | 103 + DDayAtOmahaBeach/imgs/at.svg | 74 + DDayAtOmahaBeach/imgs/hq.eps | 186 ++ DDayAtOmahaBeach/imgs/hq.svg | 73 + DDayAtOmahaBeach/imgs/infantry.eps | 92 + DDayAtOmahaBeach/imgs/infantry.svg | 70 + DDayAtOmahaBeach/imgs/intense.eps | 93 + DDayAtOmahaBeach/imgs/intense.svg | 65 + DDayAtOmahaBeach/imgs/mech_aa.eps | 140 + DDayAtOmahaBeach/imgs/mech_aa.svg | 79 + DDayAtOmahaBeach/imgs/mech_arty.eps | 130 + DDayAtOmahaBeach/imgs/mech_arty.svg | 77 + DDayAtOmahaBeach/imgs/ranger.eps | 98 + DDayAtOmahaBeach/imgs/ranger.svg | 74 + DDayAtOmahaBeach/imgs/sporadic.eps | 93 + DDayAtOmahaBeach/imgs/sporadic.svg | 77 + DDayAtOmahaBeach/imgs/steady.eps | 106 + DDayAtOmahaBeach/imgs/steady.svg | 87 + DDayAtOmahaBeach/imgs/tank.eps | 118 + DDayAtOmahaBeach/imgs/tank.svg | 60 + DDayAtOmahaBeach/lout.li | 1267 +++++++++ DDayAtOmahaBeach/rulesdoc | 472 ++++ DDayAtOmahaBeach/units | 61 + DDayAtOmahaBeach/us_amphibious.lou | 65 + DDayAtOmahaBeach/us_attack.lou | 25 + DDayAtOmahaBeach/us_barrage.lou | 14 + DDayAtOmahaBeach/us_move.lou | 17 + DDayAtOmahaBeach/us_units.lou | 164 ++ DDayAtOmahaBeach/us_weapons.lou | 32 + 39 files changed, 9432 insertions(+) create mode 100644 DDayAtOmahaBeach/DDayOmaha-Basic.lou create mode 100644 DDayAtOmahaBeach/DDayOmaha-Basic.lou.ld create mode 100644 DDayAtOmahaBeach/DDayOmaha-Basic.pdf create mode 100644 DDayAtOmahaBeach/Makefile create mode 100644 DDayAtOmahaBeach/german_defense.lou create mode 100644 DDayAtOmahaBeach/german_fire.lou create mode 100644 DDayAtOmahaBeach/imgs/aa.eps create mode 100644 DDayAtOmahaBeach/imgs/aa.svg create mode 100644 DDayAtOmahaBeach/imgs/arty.eps create mode 100644 DDayAtOmahaBeach/imgs/arty.svg create mode 100644 DDayAtOmahaBeach/imgs/at.eps create mode 100644 DDayAtOmahaBeach/imgs/at.svg create mode 100644 DDayAtOmahaBeach/imgs/hq.eps create mode 100644 DDayAtOmahaBeach/imgs/hq.svg create mode 100644 DDayAtOmahaBeach/imgs/infantry.eps create mode 100644 DDayAtOmahaBeach/imgs/infantry.svg create mode 100644 DDayAtOmahaBeach/imgs/intense.eps create mode 100644 DDayAtOmahaBeach/imgs/intense.svg create mode 100644 DDayAtOmahaBeach/imgs/mech_aa.eps create mode 100644 DDayAtOmahaBeach/imgs/mech_aa.svg create mode 100644 DDayAtOmahaBeach/imgs/mech_arty.eps create mode 100644 DDayAtOmahaBeach/imgs/mech_arty.svg create mode 100644 DDayAtOmahaBeach/imgs/ranger.eps create mode 100644 DDayAtOmahaBeach/imgs/ranger.svg create mode 100644 DDayAtOmahaBeach/imgs/sporadic.eps create mode 100644 DDayAtOmahaBeach/imgs/sporadic.svg create mode 100644 DDayAtOmahaBeach/imgs/steady.eps create mode 100644 DDayAtOmahaBeach/imgs/steady.svg create mode 100644 DDayAtOmahaBeach/imgs/tank.eps create mode 100644 DDayAtOmahaBeach/imgs/tank.svg create mode 100644 DDayAtOmahaBeach/lout.li create mode 100644 DDayAtOmahaBeach/rulesdoc create mode 100644 DDayAtOmahaBeach/units create mode 100644 DDayAtOmahaBeach/us_amphibious.lou create mode 100644 DDayAtOmahaBeach/us_attack.lou create mode 100644 DDayAtOmahaBeach/us_barrage.lou create mode 100644 DDayAtOmahaBeach/us_move.lou create mode 100644 DDayAtOmahaBeach/us_units.lou create mode 100644 DDayAtOmahaBeach/us_weapons.lou diff --git a/DDayAtOmahaBeach/DDayOmaha-Basic.lou b/DDayAtOmahaBeach/DDayOmaha-Basic.lou new file mode 100644 index 0000000..7b95851 --- /dev/null +++ b/DDayAtOmahaBeach/DDayOmaha-Basic.lou @@ -0,0 +1,386 @@ +# encoding : iso-8859-1 +# +@Include{ rulesdoc } +@SysInclude{ diag } +@SysInclude{ tbl } + +def @Purple {rgb .3 .07 .81} +def @Blue {rgb .17 .50 .79} +def @Green {rgb .11 .5 .29} +#def @Green {rgb .4 .6 0} +def @Red {rgb .8 .1 0} +def @Orange {rgb 1 .4 0} + +def @PRed right x { @Red @Colour x } +def @PBlue right x { @Blue @Colour x } +def @PGreen right x { @Green @Colour x } +def @POrange right x { @Orange @Colour x } + +def @Eliminated { {rgb 1 0 0} @Colour Eliminated } +def @Steps { @PRed {-2 steps} } +def @Step { @PRed {-1 step} } +def @Disrupted { @POrange Disrupted} +def @Disruptedif { {rgb 1 .6 0} @Colour Disrupted} +def @Turns right x { @PBlue {+x turns} } +def @Turn right x { @PBlue {+x turn} } +def @Depth { @Blue @Colour Depth } + +def @Left right x { {rgb .11 .5 .29} @Colour {+x left}} +def @Rightt right x { {rgb .4 .6 0} @Colour {+x right}} + +@Document +// +@Text @Begin + +@CentredDisplay @Heading { @I{Decision Games} - D-DAy at Omaha Beach - I Nerd Rules - @Date } + +@BeginSections + +################################################################################ + +@Section @Title {US Amphibious Operations} @Begin + +#@ListItem{A unit that drifts out of the @I {Beach Landing Boxes}, or during @I{high tide} to a @I {Beach Landing Box} that does not point toward a beach hex, +#is placed @Pblue {2 turns} after the current.} +@BulletList + colgap { 1.0c } +@ListItem{A unit is delayed and placed @Turns 2 after the current if it either: + @BulletList + @ListItem{drifts out of the @I {Beach Landing Boxes}.} + @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a beach hex.} + @RawEndList +} +@ListItem{HQs and Generals + @BulletList + @ListItem{do not check for landing hazard.} + @ListItem{if stacked with a unit, may drift with it.} + @RawEndList +} +@EndList +@LP +@Include{ us_amphibious.lou } +@LP @LP @LP +On @I{Exploding Mine Symbol}, check the @I {Beach Landing Boxes} +@BulletList +@ListItem{Turn 7+ : that lands on a beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{Turn 16+ : that pass through a beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{Turn 23+ : none, all obstacles are considered cleared.} +@EndList +@LP +within the possible targets, remove @PRed {1 step} from a unit, if none, delay an HQ (not General) for @B @Turns {2}. # FIXME : improve this sentence. +@LP @LP +On Placing Units in @I {Beach Landing Boxes} +@BulletList +@ListItem{Max 2 units per @I {Beach Landing Boxes} (HQs and Generals do not count).} +@ListItem{A General may not be placed alone if there are units scheduled to arrive with him.} +@ListItem{Only @I Rangers may be placed in Charlie @I {Beach Landing Boxes} (CH).} +@ListItem{Turn 7+ units may be delayed (place them on another turn).} +@ListItem{Turn 11+ a unit that has been delayed may be placed in any @I {Beach Landing Box}.} +@EndList +@End @Section + +################################################################################ + +@Section @Title {German Fire} @NewPage { yes } @Begin +@BulletList +@ListItem{@I Disrupted units may not fire.} +@ListItem{On double symbol, at least 1 unit in the positions must have a @I Depth marker.} +@ListItem{@I {@Sym numbersign Possible hits} : @Sym numbersign @I Depth markers + @Sym numbersign German units (with or without @I Depth marker).} +@ListItem{@I {Armor hit bonus} : Armor are considered as @PBlue Non-armored units.} +#@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @IncludeGraphic intense.eps or @IncludeGraphic steady.eps field of fire may be hit.} +@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals may be hit, not @I Disrupted.} +@ListItem{@I {Concentrated target} : 5+ steps stacked together are considered to have matching @B{sym}bol.} +@ListItem{@I {Target priority} within field of fire : closest to the firing position @Sym arrowright most steps @Sym arrowright player choice.} +@EndList +@LP +@Include { german_fire.lou } +@LP @LP +@BulletList +@ListItem{US units lose @B {1 step max}, hit them before @I Leaders (regardless of the field of fire type).} +@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via beach landing.} +@ListItem{Hit Heroes and Generals are flipped on first hit, Generals are killed on the second hit.} +@ListItem{A Hero can be flipped to @I Inspired to prevent the loss of the @B {last step} of the unit he is with.} +@EndList +@BulletList +@ListItem{Remove @I Disrupted markers from the german units that were prevented from firing.} +@EndList +@End @Section + +################################################################################ + +@Section @Title {German Artillery} @Begin +@BulletList +@ListItem{Count @I Undisrupted caliber matching Artillery in @B Sector's WN positions and Artillery Box.} +@ListItem{A unit with the matching @B {sym}bol will lose @Step.} +@ListItem{@I {Target priority} (most steps within the above): + @BulletList + @ListItem{An infantry unit in a @I {Landing Box}.} + @ListItem{A non-infantry unit in a beach hex.} + @ListItem{A non-infantry unit in a @I {Landing Box}.} + @ListItem{An infantry unit in a beach hex.} + @RawEndList +} +@EndList +@End @Section + +################################################################################ + +@Section @Title {US Engineers} @Begin +@BulletList +@ListItem{Clear @I {Beach Obstacles} that are not in the fiels of fire of an activated German position. + @BulletList + @ListItem{Turn 2-6 : clear at most @B 2 hexes.} + @ListItem{Turn 7-15 : clear at most @B 1 hex.} + @RawEndList +} +@EndList +@End @Section + +################################################################################ + +@Section @Title {US Actions} @NewPage { yes } @Begin +@BulletList +@ListItem{Each unit can conduct at most @B 1 action per turn.} +@ListItem{You may conduct @B 2 actions per @B Sector with units or stacks of units.} +@ListItem{And conduct @B free actions with : + @BulletList + @ListItem{@I ranger infantry units.} + @ListItem{Units with a @I Hero or @I Inspired marker.} + @ListItem{HQs and Generals.} + @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet}.} + # @ListItem{Units with a @I Climb or @I {Climb Cliff} marker may continue their action.} + @RawEndList} +@ListItem{@I Disrupted units remove their @I Disrupted marker for @B free as their only possible action.} +@EndList + +@BeginSubSections + +@SubSection @Title {Move 1 Hex} @Begin +@BulletList +@ListItem{Infantry move for @B free from a beach hex towards the protecting end of the beach (not Sheer Cliffs).} +#@ListItem{Infantry move for @B free from a beach hex to an adjacent beach hex closer to a protective hexside.} +@EndList +@LP +@Include { us_move.lou} +@LP @LP +@BulletList +@ListItem{To cross a @I {Scaleable Cliff} hexside, put a @PBlue {climb cliff} marker on the infantry without moving it.} +@ListItem{To cross a @I Bluff hexside, cross it and put a @PBlue climb marker on the infantry (not the @I Leaders).} +@ListItem{Units with a @PBlue {climb cliff} marker may conduct 1 of the following @B free actions: + @BulletList + @ListItem{cross the @I {Scaleable Cliff} hexside and flip the marker to @PBlue climb side.} + @ListItem{remove the marker and stay put.} + @RawEndList +} +@ListItem{Units with a @PBlue climb marker remove it as their only possible @B free action.} +@EndList +@BulletList +@ListItem{@I Infiltration from an hex adjacent to and in the field of fire of a German position, to a similar hex. + @BulletList + @ListItem{Draw 1 card, respect @I Depth marker condition, but not @I {Concentrated target} after the move.} + @ListItem{Lose @Step on matching @B color and @B{sym}bol.} + @ListItem{On step loss, may complete the move or stay in the starting hex.} + @ListItem{HQ and Generals may not attempt to infiltrated on their own.} + @ListItem{Draw 2 cards if infiltrating past 2+ German positions.} + @RawEndList +} +@EndList +@BulletList +@ListItem{@B Stacking limit is @B {2 units} per hex, HGs and Generals do not count.} +@ListItem{At the end of the US Action Phase, you must eliminate units until the limit is met.} +@EndList +@BulletList +@ListItem{At the end of the @B Turn, Units that are underwater without a @I {Climp Cliff} marker are removed from play.} +@EndList +@End @SubSection + +@SubSection @Title {US Attack} @NewPage { yes } @Begin +@BulletList +@ListItem{A German hex can't be barraged and attacked or attacked twice in the same phase.} +@ListItem{Each unit participating to the attack must conduct an action.} +@ListItem{An attack must at least include 1 infantry or @I Ranger infantry unit adjacent to the target.} +@ListItem{@B Infantry and @B {heavy infantry} units in range of the target hex may support the attack.} +@ListItem{@B {Heavy infantry} may support an adjacent infantry across a @PBlue bluff or @PBlue cliff hexside.} +# 8.12 ?? +#@ListItem{@B {Heavy infantry} may attack across a bluff or cliff hexside if another infantry unit is attacking from an adjacent hex through an allowed hexside.} +@ListItem{@B Tank, @B {anti-tank} and @B {anti-aircraft} units in range may support the attack if either: + @BulletList + @ListItem{it is adjacent to the target hex.} + @ListItem{it is adjactent to an attacking infantry.} + @ListItem{it is in command of any HQ or General.} + @ListItem{at least 1 attacking infantry unis is in commad of any HQ or General.} + @RawEndList +} +#@ListItem{An Artillery in range but not adjacent to the target can support if it is: +@ListItem{An @B Artillery may support the attack if it is: + @BulletList + @ListItem{in range but not adjacent to the target.} + @ListItem{in command of an HQ that is also in command of an attacking infantry.} + @ListItem{not in the field of fire of the attacked hex, unless it is @I armored.} + @RawEndList +} +@ListItem{A @B {Naval fire}, if available, may support if 1 attacking infantry has a radio or is in command of an HQ.} +@ListItem{@I {@B FL Flanking} : requires attacking from two hexes that are adjacent to the target but not to each other.} +@ListItem{@I {@B FL Flanking} : if the unit and @I Depth marker require it, the attack must be conducted from 3+ hexes.} +@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.} +@ListItem{An infantry in command of an HQ, attacking from an adjacent hex is considered having a radio @B RD.} +@EndList +@LP +@Include{ german_defense.lou } +@LP @LP +@Include { us_attack.lou } +@LP @LP +@BulletList +@ListItem{HQs and Generals are not affected by the results of an attack.} +@ListItem{German defensive benefits from the least advantageous hexside.} +@ListItem{A US unit can attack from the top of a bluff, treat it as an attack across a slope hexside.} +#@ListItem{In communication units of the 352 @Sup th (Grey{@Char slash}Brown) @I withdraw in @I {Division Reinforcement Box} instead of being @Eliminated.} +@ListItem{@Eliminated : 352 @Sup th units (Grey{@Char slash}Brown) in communication @I withdraw in @I {Division Reinforcement Box}.} +@EndList +@PP +#@I Attrition : you may remove a step from an attacking adjacent US unit and {rgb 1 0 0} @Colour Eliminate the German target. + +@End @SubSection + +@SubSection @Title {US Tank Barrage} @NewPage { yes } @Begin +@BulletList +@ListItem{A German hex can't be barraged and attacked in the same phase.} +@ListItem{Many @B tanks can separatly barrage the same German hex.} +@ListItem{@I {Unrevealed Reinforcement} position can't be barraged.} +@ListItem{A @B tank in range but not adjacent to a German hex can Barrage it if either: + @BulletList + @ListItem{it is in the field of fire of the poisition.} + @ListItem{an @I Undisrupted infantry is in the field of fire.} + @RawEndList +} +@ListItem{In the later case, the @B tank or the infantry must be in command of an HQ or a General.} +@EndList +@LP +@Include { us_barrage.lou } +@End @SubSection + +@SubSection @Title {US Naval Artillery Barrage} @Begin +@BulletList +@ListItem{A German hex can't be barraged and attacked in the same phase.} +@ListItem{Any German hex except @I {Unrevealed Reinforcement} positions can be barraged if both: + @BulletList + @ListItem{an @I Undisrupted infantry unit is in the field of fire of the targeted German hex.} + @ListItem{it has a radio or it's in command of an HQ.} + @RawEndList +} +@ListItem{For @B free, place a @I Disrupted marker on the target and remove Depth marker if any.} +@EndList +@End @SubSection + +@EndSubSections + +@End @Section + +################################################################################ + +@Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @Begin + +#@BeginSubSections +@LP +@BulletList +@ListItem{A German unit is in @PBlue Communication if it can trace a path to any exit hex (A-G).} +@ListItem{The path is blocked by US controlled hexes, rough, beach or pavillon adjacent to the beach.} +@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand Tanks also control their 6 adjacent hexes.} +@ListItem{An occupied @I Reinforcement position may trace through one adjacent US controlled Bocage hex.} +@EndList + +#@SubSection @Title {On adding Depth marker to a German unit} @Begin +@BulletList +#@ListItem{A german unit must be in communication in order to receive a @Depth marker.} +@ListItem{A @Depth marker can be received by any German unit, in communication and without @Depth marker.} +@ListItem{Choose the German unit closest to a US unit @Sym arrowright 1 hex WN @Sym arrowright 2 hexes WN @Sym arrowright @I Reinforcement.} +#@ListItem{If 2+ units are equidistant : 1 hex WN position @Sym arrowright 2 hexes WN position @Sym arrowright @I Reinforcement position.} +#@ListItem{If 2+ units are equidistant choose the unit: +# @BulletList +# @ListItem{in a 1 hex WN position.} +# @ListItem{in a 2 hexes WN position.} +# @ListItem{in a @I Reinforcement position.} +# @RawEndList +#} +@ListItem{If there is choices within the above : lowest ID @Sym arrowright lowest letter.} +@ListItem{Draw the @Depth marker from the appropriate pool: + @BulletList + @ListItem{WN position : WN @Depth pool @Sym arrowright @I {Tactical Reinforcement}.} + @ListItem{@I Reinforcement in buildings : Buildidng @Depth pool @Sym arrowright Mobile @Depth pool.} + @ListItem{@I Reinforcement : Mobile @Depth pool @Sym arrowright @Sym {emptyset}.} + @RawEndList +} +@EndList +#@End @SubSection +#@SubSection @Title {On adding Reinforcement} @Begin +@BulletList +@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in command: + @BulletList + @ListItem{adjacent to a US unit @Sym arrowright lowest numbered position.} + @ListItem{within 2 hexes of a US unit @Sym arrowright lowest numbered position.} + @ListItem{with the lowest number.} + @RawEndList +} +#@ListItem{@I Reinforcement are taken from the @I {Tactical Reinforcement Pool} and placed without a @Depth marker.} +#@ListItem{When @I {Tactical Reinforcement Pool} is empty, pick from @I {Division Reinforcement} with a @Depth marker.} +@ListItem{Draw units from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} +@ListItem{When triggered by a WN @Depth, choose the nearest @PBlue @I Reinforcement position even without a number.} +@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.} +@EndList +#@End @SubSection + +#@EndSubSections + +@End @Section + +################################################################################ + +@Section @Title {Tables} @NewPage { yes } @Begin +@BeginSubSections + +@SubSection @Title {US amphibious} @Begin +@LP +@Include{ us_amphibious.lou } +@End @SubSection + +@SubSection @Title {German Fire} @Begin +@LP +@Include{ german_fire.lou } +@End @SubSection + +@SubSection @Title {US move} @Begin +@LP +@Include{ us_move.lou } +@End @SubSection + +@SubSection @Title {US attack} @NewPage { yes } @Begin +@LP +@Include{ us_attack.lou } +@End @SubSection + +@SubSection @Title {German Defense} @Begin +@LP +@Include{ german_defense.lou } +@End @SubSection + +@SubSection @Title {US barrage} @Begin +@LP +@Include{ us_barrage.lou } +@End @SubSection + +@SubSection @Title {US Weapons} @Begin +@LP +@Include{ us_weapons.lou} +@End @SubSection + +@SubSection @Title {US Units} @NewPage { yes } @Begin +@LP +@Include{ us_units.lou } +@End @SubSection + +@EndSubSections +@End @Section + +@EndSections + +@End @Text diff --git a/DDayAtOmahaBeach/DDayOmaha-Basic.lou.ld b/DDayAtOmahaBeach/DDayOmaha-Basic.lou.ld new file mode 100644 index 0000000..b575cf1 --- /dev/null +++ b/DDayAtOmahaBeach/DDayOmaha-Basic.lou.ld @@ -0,0 +1,4659 @@ +{@@E { +{ @@A { @@E { +{ @@A { @@E { +{ @@A { @@E { +@@C +} +{@LUse @BasicSetup} } } +} +{@LUse @DocumentSetup} } } +} 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\a{"10.538.DDayOmaha-Basic.lou.2"} + \b{@@V @ShortNum}}} + +{@@E { +@@D "32427 2336" +} +{@TitleMarker + \a{"10.538.DDayOmaha-Basic.lou.2"} + \b{@@V title}}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "24001 1701" +} +{@SubSection + \a{"10.538.DDayOmaha-Basic.lou.2"} + \b{US Attack} + \f{yes} +{ @LInput }} } } +} +{@RawList + \a{@Bullet}} } } +} +{@@V @MakeList 1} } } +} +{@@V @NormalItem} } } +} +{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.122"} + \b{@@V type 1}}} + +{@@E { +@@D "33390 2396" +} +{@@V listitem + \a{"4.1794.DDayOmaha-Basic.lou.61"} +???}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "33376 2395" +} +{@@V @MakeList 2} } } +} +{@@V @NormalItem} } } +} +{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.124"} + \b{@@V type 2}}} + +{@@E { +@@D "33390 2396" +} +{@@V listitem + \a{"4.1794.DDayOmaha-Basic.lou.62"} +???}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "33376 2395" +} +{@@V @MakeList 3} } } +} +{@@V @NormalItem} } } +} 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+{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.140"} + \b{@@V type 4}}} + +{@@E { +@@D "33390 2396" +} +{@@V listitem + \a{"4.1794.DDayOmaha-Basic.lou.70"} +???}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "33376 2395" +} +{@@V @MakeList 7} } } +} +{@@V @NormalItem} } } +} +{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.142"} + \b{@@V type 7}}} + +{@@E { +@@D "33390 2396" +} +{@@V listitem + \a{"4.1794.DDayOmaha-Basic.lou.71"} +???}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "33390 2396" +} +{@RawList + \a{@Bullet}} } } +} +{@@V @MakeList 1} } } +} +{@@V @NormalItem} } } +} +{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.144"} + \b{@@V type 1}}} + +{@@E { +@@D "33390 2396" +} +{@@V listitem + \a{"4.1794.DDayOmaha-Basic.lou.72"} +???}} + +{@@E { +{ @@A { @@E { +{ @@A { @@E { +@@D "36446 2630" +} +{@@V @MakeList 2} } } +} +{@@V @NormalItem} } } +} +{@NumberMarker + \a{"4.1246.DDayOmaha-Basic.lou.146"} + \b{@@V type 2}}} + +{@@E { +@@D "33390 2396" +} +{@@V 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+{NonStart @Runner + \g{"9.966.DDayOmaha-Basic.lou.17"} + \a{{} @@V @Dft @@V @LongNum} + \b{{} @@V @Dft @@V @ShortTitle} + \c{dft @@V @Dft @@V @LongNum} + \d{dft @@V @Dft @@V @ShortTitle} + \e{"10.508.DDayOmaha-Basic.lou.7"} + \f{{} @Join @@V @ShortNum}}} + +{@@E { +@@D "21 2" +} +{NonStart @Runner + \g{"9.966.DDayOmaha-Basic.lou.3"}}} + +{@@E { +@@D "21 2" +} +{NonStart @Runner + \g{"9.966.DDayOmaha-Basic.lou.1"}}} + diff --git a/DDayAtOmahaBeach/DDayOmaha-Basic.pdf b/DDayAtOmahaBeach/DDayOmaha-Basic.pdf new file mode 100644 index 0000000..ba5fe7c Binary files /dev/null and b/DDayAtOmahaBeach/DDayOmaha-Basic.pdf differ diff --git a/DDayAtOmahaBeach/Makefile b/DDayAtOmahaBeach/Makefile new file mode 100644 index 0000000..fa9399b --- /dev/null +++ b/DDayAtOmahaBeach/Makefile @@ -0,0 +1,17 @@ +include ../Makefile_lout + +DDayOmaha-Basic.pdf: DDayOmaha-Basic.lou \ + german_fire.lou \ + german_defense.lou \ + us_amphibious.lou \ + us_attack.lou \ + us_barrage.lou \ + us_move.lou \ + us_weapons.lou \ + us_units.lou + +build: DDayOmaha-Basic.pdf + +clean: + -@ rm DDayOmaha-Basic.pdf + diff --git a/DDayAtOmahaBeach/german_defense.lou b/DDayAtOmahaBeach/german_defense.lou new file mode 100644 index 0000000..f416444 --- /dev/null +++ b/DDayAtOmahaBeach/german_defense.lou @@ -0,0 +1,14 @@ +@Tbl + rule { yes } + indent { ctr } + indentvertical { ctr } + apaint { lightgrey } + aformat { @Cell @B A | @Cell @B B | @Cell @B C } + bformat { @Cell @B A | @Cell @B B | @Cell @B C } + cformat { @Cell @B A | @StartHSpan @Cell @B B | @HSpan } +{ +@Rowa A { Terrain } B { Unit Strength } C { Depth Strength } +@Rowb A { Bocage, Buildings, Slope } B { @PRed x2 } C { @PRed x2 } +@Rowb A { Orchard, Woods, Shingle, Anti-Tank Ditch @Char slash Wall } B { @PRed x2 } C { @POrange x1 } +@Rowc A { Bluff, Scaleable Cliff, Sheer Cliff } B { Attack prohibited } +} diff --git a/DDayAtOmahaBeach/german_fire.lou b/DDayAtOmahaBeach/german_fire.lou new file mode 100644 index 0000000..3e2a0a6 --- 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lightgrey } + aformat { @Cell @B A | @Cell @B B | @Cell @B C | @Cell @B D } + bformat { @Cell @B A | @Cell @B B | @Cell @B C | @Cell @B D } +{ +@Rowa A { } B { 1-2 } C { 3-5 } D { 6+ } +#@Rowb A { @Sym emptyset } B {} C {} D {} +@Rowb A { @B color + @B sym} B { @Disrupted } C { @Disrupted} D { @Disrupted - @Depth } +@Rowb A { @B color } B { @Disruptedif @I {if no Depth} } C { @Disrupted } D { @Disrupted } +@Rowb A { @B sym } B { @Sym emptyset } C { @Disruptedif @I {if no Depth} } D { @Disrupted } +} diff --git a/DDayAtOmahaBeach/us_move.lou b/DDayAtOmahaBeach/us_move.lou new file mode 100644 index 0000000..f86ffe7 --- /dev/null +++ b/DDayAtOmahaBeach/us_move.lou @@ -0,0 +1,17 @@ +@Tbl + rule { yes } + indent { ctr } + indentvertical { ctr } + apaint { lightgrey } + aformat { @Cell @B A | @Cell @B B | @Cell @B C | @Cell @B D } + bformat { @Cell @B A | @Cell @B B | @Cell @B C | @Cell @B D } +{ +@Rowa A { } B { Infantry } C { Leaders } D { Others } +@Rowb A { clines @Break {Bocage, Orchard, Woods +Hedge, Seawall, Slope} } B { @Sym emptyset } C { @Sym emptyset } D { @POrange {unless via road} } +@Rowb A { Bluff } B { @Blue @Colour climb } C { @PGreen {no climb} } D { @POrange {unless via road}} +@Rowb A { Scaleable Cliff } B { @Blue @Colour {climb cliff} } C { @PRed No } D { @PRed No } +@Rowb A { clines @Break {Mined Roads, Shingle +Anti-Tank Ditch @Char slash Wall} } B { @Sym emptyset } C { @Sym emptyset } D { @PRed No } +@Rowb A { Rough, Sheer Cliff } B { @PRed No } C { @PRed No } D { @PRed No } +} diff --git a/DDayAtOmahaBeach/us_units.lou b/DDayAtOmahaBeach/us_units.lou new file mode 100644 index 0000000..e59ce8f --- /dev/null +++ b/DDayAtOmahaBeach/us_units.lou @@ -0,0 +1,164 @@ +@Tbl + rule { yes } + indent { ctr } + indentvertical { ctr } + apaint { lightgrey } + aformat { @Cell @B A | @Cell @B B | @Cell @B C } + bformat { @Cell @B A | @Cell @B B | @Cell @B C } +{ +@Rowa A { Turn } B { East Sector } C { West Sector } +@Rowb + A { 0 } + B { clines @Break { + @I {2 steps} +1{@Sym slash}B{@Sym slash}741 - 2{@Sym slash}B{@Sym slash}741 - 1{@Sym slash}C{@Sym slash}741 - 2{@Sym slash}C{@Sym slash}741 + } } + C { clines @Break { + @I {2 steps} +1{@Sym slash}B{@Sym slash}743 - 2{@Sym slash}B{@Sym slash}743 - 1{@Sym slash}C{@Sym slash}743 - 2{@Sym slash}C{@Sym slash}743 + } } +@Rowb + A { 1 } + B { clines @Break { + @I {2 steps} +1{@Sym slash}A{@Sym slash}741 - 2{@Sym slash}A{@Sym slash}741 + @I {3 steps} +E{@Sym slash}2{@Sym slash}16 - F{@Sym slash}2{@Sym slash}16 - L{@Sym slash}3{@Sym slash}16 - I{@Sym slash}3{@Sym slash}16 + } } + C { clines @Break { + @I {2 steps} +C{@Sym slash}2R - 1{@Sym slash}A{@Sym slash}743 - 2{@Sym slash}A{@Sym slash}743 + @I {3 steps} +A{@Sym slash}1{@Sym slash}116 - E{@Sym slash}2{@Sym slash}116 - F{@Sym slash}2{@Sym slash}116 - G{@Sym slash}2{@Sym slash}116 + } } +@Rowb + A { 3 } + B { clines @Break { + @I {2 steps} +1{@Bullet}2{@Sym slash}397 + @I {3 steps} +G{@Sym slash}2{@Sym slash}16 - K{@Sym slash}3{@Sym slash}16 + } } + C { clines @Break { + @I {2 steps} +3{@Bullet}4{@Sym slash}397 - 5{@Bullet}6{@Sym slash}397 + @I {3 steps} +B{@Sym slash}1{@Sym slash}116 + } } +@Rowb + A { 4 } + B { clines @Break { + @I {3 steps} +H{@Sym slash}2{@Sym slash}16 - M{@Sym slash}3{@Sym slash}16 + } } + C { clines @Break { + @I {3 steps} +C{@Sym slash}1{@Sym slash}116 - D{@Sym slash}1{@Sym slash}116 - H{@Sym slash}2{@Sym slash}116 +I{@Sym slash}3{@Sym slash}116 - K{@Sym slash}3{@Sym slash}116 - L{@Sym slash}3{@Sym slash}116 + } } +@Rowb + A { 5 } + B { clines @Break { + @I {2 steps} +A{@Bullet}C{@Sym slash}81C + } } + C { clines @Break { +Gen. Cota +116{@Sym slash}HQ +@I {2 steps} +B{@Bullet}D{@Sym slash}81C - A{@Bullet}B{@Sym slash}2R + @I {3 steps} +M{@Sym slash}3{@Sym slash}116 + } } +@Rowb + A { 6 } + B { clines @Break { + @I {3 steps} +A{@Sym slash}1{@Sym slash}16 - B{@Sym slash}1{@Sym slash}16 - C{@Sym slash}1{@Sym slash}16 + } } + C { clines @Break { + @I {2 steps} +A{@Bullet}B{@Sym slash}5R - C{@Bullet}D{@Sym slash}5R - E{@Bullet}F{@Sym slash}5R + } } +@Rowb + A { 7 } + B { clines @Break { +16{@Sym slash}HQ + @I {3 steps} +D{@Sym slash}1{@Sym slash}16 + @I {4 steps} +62AFA + } } + C { clines @Break { + @I {4 steps} +58AFA + } } +@Rowb + A { 8 } + B { clines @Break { + @I {2 steps} +Can{@Sym slash}16 + @I {4 steps} +7FA + } } + C { clines @Break { + @I {2 steps} +Can{@Sym slash}116 + @I {4 steps} +111FA + } } +@Rowb + A { 9 } + B { clines @Break { +AT{@Sym slash}16 + @I {2 steps} +A{@Bullet}B{@Sym slash}197 - C{@Bullet}D{@Sym slash}197 + } } + C { clines @Break { +AT{@Sym slash}116 + @I {2 steps} +A{@Bullet}B{@Sym slash}467 - C{@Bullet}D{@Sym slash}467 + } } +@Rowb + A { 10 } + B { Gen. Wyman } + C { @Sym emptyset } +@Rowb + A { 16 } + B { clines @Break { + @I {3 steps} +E{@Sym slash}2{@Sym slash}18 - F{@Sym slash}2{@Sym slash}18 - G{@Sym slash}2{@Sym slash}18 - H{@Sym slash}2{@Sym slash}18 + } } + C { clines @Break { + @I {3 steps} +A{@Sym slash}1{@Sym slash}115 - B{@Sym slash}1{@Sym slash}115 - C{@Sym slash}1{@Sym slash}115 - D{@Sym slash}1{@Sym slash}115 +E{@Sym slash}2{@Sym slash}115 - F{@Sym slash}2{@Sym slash}115 - G{@Sym slash}2{@Sym slash}115 - H{@Sym slash}2{@Sym slash}115 + } } +@Rowb + A { 19 } + B {@Sym emptyset } + C { clines @Break { +115{@Sym slash}HQ + @I {3 steps} +I{@Sym slash}3{@Sym slash}115 - K{@Sym slash}3{@Sym slash}115 - L{@Sym slash}3{@Sym slash}115 - M{@Sym slash}3{@Sym slash}115 + } } +@Rowb + A { 20 } + B { clines @Break { + @I {3 steps} +A{@Sym slash}1{@Sym slash}18 - B{@Sym slash}1{@Sym slash}18 - C{@Sym slash}1{@Sym slash}18 - D{@Sym slash}1{@Sym slash}18 + } } + C { AT{@Sym slash}115 } +@Rowb + A { 22 } + B { clines @Break { +18{@Sym slash}HQ + @I {3 steps} +I{@Sym slash}3{@Sym slash}18 - K{@Sym slash}3{@Sym slash}18 - L{@Sym slash}3{@Sym slash}18 - M{@Sym slash}3{@Sym slash}18 + } } + C {@Sym emptyset } +@Rowb + A { 23 } + B { AT{@Sym slash}18 } + C {@Sym emptyset } +} diff --git a/DDayAtOmahaBeach/us_weapons.lou b/DDayAtOmahaBeach/us_weapons.lou new file mode 100644 index 0000000..5cc403b --- /dev/null +++ b/DDayAtOmahaBeach/us_weapons.lou @@ -0,0 +1,32 @@ +@Tbl + rule { yes } + indent { ctr } + indentvertical { ctr } + apaint { lightgrey } + aformat { @StartHSpan @Cell @B A | @HSpan | @Cell @B C | @Cell @B D} + bformat { @Cell A | @Cell B | @Cell @B C | @StartVSpan @Cell D} + cformat { @Cell A | @Cell B | @Cell @B C | @VSpan } +{ +@Rowa A { Unit Type } C { Weapons } D { Definitions } +@Rowb A { @IncludeGraphic "imgs/infantry.eps" @IncludeGraphic "imgs/ranger.eps" } B { Infantry } C { BG - BR - BZ - DE - MO - RD } D { clines @Break { +@B AR - Artillery +@B BG - Bangalore Torpedo +@B BR - Browning Automatic Rifle +@B BZ - Bazooka +@B DE - Demolitions +@B MG - Machine Gun +@B MO - Mortar +@B NA - Naval Artillery +@B RD - Radio +@B FL - @I Flanking +} } +@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from adj } C { @I above + MG } +@Rowc A { @IncludeGraphic "imgs/infantry.eps" } B { ranged from dist } C { BR - BZ - MG - MO - RD } +@Rowc A { @IncludeGraphic "imgs/tank.eps" } B { Tank } C { clines @Break { @I {1-5 hex :} AR - BZ +@I {1-3 hex :} BR - MG } } +@Rowc A { @IncludeGraphic "imgs/aa.eps" @IncludeGraphic "imgs/mech_aa.eps" } B { Anti-Aircraft } C { BR - MG } +@Rowc A { @IncludeGraphic "imgs/arty.eps" @IncludeGraphic "imgs/mech_arty.eps" } B { Artillery } C { AR - DE - MO } +@Rowc A { @IncludeGraphic "imgs/at.eps" } B { Anti-Tank } C { AR - BZ } +@Rowc A { @IncludeGraphic "imgs/hq.eps" } B { Headquarters } C { RD } +@Rowc A {} B { Naval Fire Marker } C { AR - DE - NA } +} -- cgit v1.1-2-g2b99