From e23bc04f3c7d9b2ea1493373fb05a26748486457 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9my=20Zurcher?= Date: Wed, 3 Nov 2021 21:08:38 +0100 Subject: DDay : fix german actions --- DDayAtOmahaBeach/DDayOmaha.lou | 19 ++++++++++--------- DDayAtOmahaBeach/german_actions.lou | 30 ++++++++++++++++++++---------- 2 files changed, 30 insertions(+), 19 deletions(-) diff --git a/DDayAtOmahaBeach/DDayOmaha.lou b/DDayAtOmahaBeach/DDayOmaha.lou index 21b5084..09abce0 100644 --- a/DDayAtOmahaBeach/DDayOmaha.lou +++ b/DDayAtOmahaBeach/DDayOmaha.lou @@ -155,36 +155,37 @@ On Placing Units in @I {Beach Landing Boxes} @LP @Include{ german_actions.lou} -@LP @LP -Unoccupied positions conduct action regardless of whether the color symbol is single or double. +@LP @Place x{right-xsize} -y{foot+ysize+0c} +y{foot+ysize+0.3c} { @IncludeGraphic "imgs/advance.eps" } -@LP @BulletList +@ListItem{A position occupied by @Disrupted units do not perform actions, remove the @Disrupted marker instead.} +@ListItem{Unoccupied positions conducts actions regardless of whether the color symbol is single or double.} +#@ListItem{Occupied positions conducts actions on double symbol if with @Depth. (Exception Re-SUPPLY action).} @ListItem{@PPurple RE-OCCUPY : face up with a random previously eliminated WN unit(s) without artillery. @BulletList - @ListItem{A 2 hexes WN is only re-occupied if both hexes are empty, place re-occupying units in both hexes.} + @ListItem{ No re-occupation if 1 of a 2 hexes WN is occupied by US. Re-occupy hexes closest to US units first. } @RawEndList } @ListItem{@PPurple RE-SUPPLY : add a @Depth marker if in communication (even if @Depth is required by the action).} -@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with target. +@ListItem{@PPurple REDEPLOY : into another @I {unoccupied position} in the same Sector, in communication, with targets. @BulletList @ListItem{priorities : @B VP @Sym arrowright lowest ID @Sym arrowright more US strength.} @ListItem{A German unit in a @B VP @I position only redeploy to another @B VP @I position.} @ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.} @RawEndList } -@ListItem{@PPurple REINFORCE : place @I Reinforcement + @Depth if @B VP @I position or target in @Intense or @Steady @Fof.} +@ListItem{@PPurple REINFORCE : if @B VP @I position or US units in @Intense or @Steady @Fof, place @I Reinforcement + @Depth.} @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 @I draw and high ground hexes.} @ListItem{mortar range is 5 hexes from a @I {WN position} towards @Beach and adjacent @I pavillon hexes.} - @ListItem{Treat all hexes in range as if in the position's steady @Fof.} + @ListItem{Treat all hexes in range as if in the position's @Steady @Fof.} @RawEndList } @ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @Intense and @Steady @Fof. @@ -197,7 +198,7 @@ y{foot+ysize+0c} @ListItem{@PPurple AMBUSH : 1 unit of any type with @B matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} @ListItem{@PPurple ADVANCE : is always resolved after all other german action (B1 if A7 and A6 are occupied, chose A7). @BulletList - @ListItem{@B advance if the @I {advance arrow} points toward an empty (or garrisoned) position and either: + @ListItem{@B advance if the @I {advance arrow} points toward an empty or US occupied position and either: @BulletList @ListItem{there is no US units in the @Fof.} @ListItem{the german unit has a @Depth marker and is @I unrevealed.} diff --git a/DDayAtOmahaBeach/german_actions.lou b/DDayAtOmahaBeach/german_actions.lou index 4bf6734..8566091 100644 --- a/DDayAtOmahaBeach/german_actions.lou +++ b/DDayAtOmahaBeach/german_actions.lou @@ -10,17 +10,27 @@ { @Row format { @StartVSpan @Cell A | @StartHSpan @Cell @B B | @HSpan | @HSpan | @StartHSpan @Cell @B C | @HSpan | @HSpan } - A { Card @LLP Action } B { WN Position } C { Reinforcement Position } + A { Card @LLP Action } B { Reinforcement Position } C { WN Position } @Row - format { @VSpan | @StartHSpan @Cell paint { @Lightgrey } @B A | @HSpan | @Cell @B B | @StartHSpan @Cell paint { @Lightgrey } @B C | @HSpan | @Cell @B D } - A { Occupied } B { Unoccupied } C { Occupied } D { Unoccupied } + format { @VSpan | @StartVSpan @Cell @B A | @StartHSpan @Cell paint { @Lightgrey } @B B | @HSpan | @StartVSpan @Cell @B C | @StartHSpan @Cell paint { @Lightgrey } @B D | @HSpan } + A { Unoccupied @LLP 8p @Font {In Communication} } B { Occupied } C { Unoccupied @LLP 8p @Font {In Communication} } D { Occupied } @Row - format { @VSpan | @Cell paint { @Lightgrey } @B A | @Cell @B B | @Cell @B C | @Cell paint { @Lightgrey } @B D | @Cell @B E | @Cell @B F } - A { US target } B { No Targets } C { In @LP Communication } D { US Target } E { No Targets } F { In Communication @LLP 6p @Font @PBlue {@Sym ampersand within 2 hexes of US units } } + format { @VSpan | @VSpan | @Cell @B A | @Cell paint { @Lightgrey } @B B | @VSpan | @Cell @B C | @Cell paint { @Lightgrey } @B D } + A { No target } B { US in FoF } C { No Target } D { US in FoF } #@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Fire } F { @NoAction } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/r.eps" } B { @Fire } C { @NoAction } D { @Action{RE-OCCUPY} } E { @Action{RE-SUPPLY} @LLP and @Fire } F { @Action{REDEPLOY} } G { @Action{REINFORCE} } -@Rowa A { @IncludeGraphic "imgs/m.eps" } B { @Fire } C { @Action{MORTAR} } D { @NoAction } E { @Fire } F { @Action{MORTAR} } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/p.eps" } B { @Fire } C { @NoAction } D { @NoAction } E { @Action{PATROL} } F { @Action{PATROL} } G { @NoAction } -@Rowa A { @IncludeGraphic "imgs/a.eps" } B { @Fire } C { @Action{ARTILLERY} } D { @NoAction } E { @Action{ADVANCE} @LLP or @Fire } F { @Action{ADVANCE} } G { @Action{AMBUSH} } +@Rowa A { @IncludeGraphic "imgs/f.eps" @IncludeGraphic "imgs/mech.eps" @IncludeGraphic "imgs/star.eps" } + B { @NoAction} C { @NoAction } D { @Fire } + E { @NoAction } F { @NoAction } G { @Fire } +@Rowa A { @IncludeGraphic "imgs/r.eps" } + B { 6p @Font @PBlue {if within 2 hexes of US units} @LLP @Action{REINFORCE} } C { @Action{REDEPLOY} } D { @Action{RE-SUPPLY} @LLP and @Fire } + E { @Action{RE-OCCUPY} } F { @NoAction } G { @Fire } +@Rowa A { @IncludeGraphic "imgs/m.eps" } + B { @NoAction } C { @Action{MORTAR} } D { @Fire } + E { @NoAction } F { @Action{MORTAR} } G { @Fire } +@Rowa A { @IncludeGraphic "imgs/p.eps" } + B { @NoAction } C { @Action{PATROL} } D { @Action{PATROL} } + E { @NoAction } F { @NoAction } G { @Fire } +@Rowa A { @IncludeGraphic "imgs/a.eps" } + B { 6p @Font @PBlue {if US in FoF} @LLP @Action{AMBUSH} } C { @Action{ADVANCE} } D { @Action{ADVANCE} @LLP or @Fire } + E { @NoAction } F { @Action{ARTILLERY} } G { @Fire } } -- cgit v1.1-2-g2b99