From ae6fb460b6df839c592b53d075348c6f2bf8d34c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9my=20Zurcher?= Date: Mon, 30 Nov 2020 20:58:18 +0100 Subject: DDay : Syntax sugar --- DDayAtOmahaBeach/DDayOmaha.lou | 40 ++++++++++++++++++++-------------------- DDayAtOmahaBeach/DDayOmaha.pdf | Bin 95303 -> 96204 bytes 2 files changed, 20 insertions(+), 20 deletions(-) diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 88c43bd..2e80dfd 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -53,14 +53,14 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT } @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, +#@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 @I 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: +@ListItem{A unit is delayed and placed @B @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.} + @ListItem{is, during @I{high tide}, in a @I {Beach Landing Box} that does not point toward a @I beach hex.} @RawEndList } @ListItem{HQs and Generals @@ -75,20 +75,20 @@ def @Ext { {rgb .96 .14 .34}@Colour EXT } #@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.} +@ListItem{@B {Turn 7+} : that lands on a @I beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{@B {Turn 16+} : that pass through a @I beach hex with @I {Uncleared Beach Obstacles}.} +@ListItem{@B {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{@B {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}.} +@ListItem{Only @I rangers may be placed in @I {Charlie Beach Landing Boxes} (CH).} +@ListItem{@B {Turn 7+} units may be delayed (place them on another turn).} +@ListItem{@B {Turn 11+} a unit that has been delayed may be placed in any @I {Beach Landing Box}.} @EndList @End @Section @@ -111,7 +111,7 @@ On Placing Units in @I {Beach Landing Boxes} @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{Choose the German unit @B 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 @@ -175,8 +175,8 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{@PPurple MORTAR : US units (most steps) with matching @B {sym}bol, lose @Step, up to 2 units if @Depth. @BulletList @ListItem{mortar range is 3 hexes from a @I {Reinforcement position}.} - @ListItem{mortar range is 2 hexes from a @I {WN position} towards draw and high ground hexes.} - @ListItem{mortar range is 5 hexes from a @I {WN position} towards beach and adjacent pavillon hexes.} + @ListItem{mortar range is 2 hexes from a @I {WN position} towards @I draw and high ground hexes.} + @ListItem{mortar range is 5 hexes from a @I {WN position} towards @I beach and adjacent @I pavillon hexes.} @RawEndList } @ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in intense and steady field of fire. @@ -198,7 +198,7 @@ On Placing Units in @I {Beach Landing Boxes} @ListItem{If the route of advance is not empty: @BulletList @ListItem{@Disrupt tanks and infantry with @B matching @B {sym}bol only and all other types of US units.} - @ListItem{if ( @Sym summation of the strength of @Nondisrupted units (x2 buildings, bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.} + @ListItem{if ( @Sym summation of the strength of @Nondisrupted units (x2 buildings, @I bocage) + 1 @I hero ) @Sym greaterequal 7, german is @B repulsed.} @ListItem{otherwise, 1 unit lose @Step , move any unit in the destination 1 hex out of the route of advance.} @RawEndList } @@ -239,7 +239,7 @@ y{foot+ysize+.8c} @BulletList @ListItem{US units lose @Step @B {max}, hit them before @I Leaders (regardless of the field of fire type).} @ListItem{@Ext : the above limit changes to : @Step @B max by position firing at the US unit.} -@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via beach landing.} +@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @I beach landing.} @ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.} @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.} @@ -258,9 +258,9 @@ y{foot+ysize+.8c} @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 beach hex.} @ListItem{A non-infantry unit in a @I {Landing Box}.} - @ListItem{An infantry unit in a beach hex.} + @ListItem{An infantry unit in a @I beach hex.} @RawEndList } @EndList @@ -290,7 +290,7 @@ y{foot+ysize+.8c} @SubSection @Title {US Move} @NewPage { yes } @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 @I 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 @@ -444,8 +444,8 @@ only if not in the field of fire of an @I occupied or in communication German po @ListItem{@B Garrison each @I unoccupied position, not in the field of fire of a German unit @LLP can not be targeted by mortar fire or artillery, do not impede German advance.} @ListItem{@B {Shingle lanes} : @I Shingle exsides do not impede movement of any units.} - @ListItem{@B {Road clearing} : obstruction on the pavillon and in draws are considered cleared.} - @ListItem{@B {Traffic management} : units move for froo if they begin their move in a beach or pavillon or draw hex.} + @ListItem{@B {Road clearing} : obstruction on the @I pavillon and in @I draws are considered cleared.} + @ListItem{@B {Traffic management} : units move for froo if they begin their move in a @I beach or @I pavillon or @I draw hex.} @RawEndList } @EndList diff --git a/DDayAtOmahaBeach/DDayOmaha.pdf b/DDayAtOmahaBeach/DDayOmaha.pdf index b4d00bf..c494b6e 100644 Binary files a/DDayAtOmahaBeach/DDayOmaha.pdf and b/DDayAtOmahaBeach/DDayOmaha.pdf differ -- cgit v1.1-2-g2b99