@Section @Title { @ColoredTitle {Setup} } @NewPage {no} @Begin @BeginSubSections @SubSection @Title { @ColoredSubTitle {Formation Cards @Rule 5.6} } @Begin @BulletList @ListItem{select cards} @ListItem{or draw cards} @ListItem{or draw double amount then select, @LP discarded cards form the reinforcement pool} @ListItem{reinforcements are pulled randomly @Sym ampersand kept unknown @Rule 5.7} @EndList @End @SubSection @SubSection @Title { @ColoredSubTitle {Command Cards @Rule 5.9} } @Begin @BulletList @ListItem{split neutral cards between players} @ListItem{each player may exchange cards with @I{TA{@Sym slash}OAS} cards @Rule 12.2} #@ListItem{hand size is 3} #@ListItem{at the start of each turn, may discard then draw} @EndList @End @SubSection @EndSubSections @End @Section #@Section @Title { @Box paint { lightgrey } { Sequence of Play @Rule 6.0 } } @NewPage {no} @Begin @Section @Title { @ColoredTitle { Sequence of Play @Rule 6.0 } } @NewPage {no} @Begin @BulletList @ListItem{Initiative phase} @ListItem{Planning phase} @ListItem{Support phase} @ListItem{Action phase} @ListItem{Organisation phase} @EndList @BeginSubSections @SubSection @Title { @ColoredSubTitle {Initiative Phase @Rule 6.1} } @Begin @BulletList @ListItem{1d6 highest is @B{first player}, reroll on draw} @EndList @End @SubSection @SubSection @Title { @ColoredSubTitle {Planning Phase @Rule 6.2} } @Begin @BulletList @ListItem{may discard then draw up to 3 @I{Command Cards}} @ListItem{allocate all but 3 @I{Command Points} (command focus)} @ListItem{plan TA{@Sym slash}OAS cards now (cannot use command focus)} # FIXME spotting cost #@ListItem{Indirect Fire @Sym ampersand OAS spotting does not prevent unit activation} # @ListItem{spotting cost an action but does not prevent subsequent action} @ListItem{@Free actions (@Sym emptyset @CMP) : @BulletList @ListItem{change facing of artillery units @Rule 6.3} @ListItem{indirect fire spotting (not OAS) @Rule 7.1.1} #@ListItem{passing @Rule 8.1} @ListItem{play @I{Command Cards} @Rule 8.3} @ListItem{overrun artillery last shot @Rule 9.9.1} @ListItem{joint fire (support unit) @Rule 10.9.4} @ListItem{emergency disembark @Rule 10.11.3} @RawEndList} @EndList @End @SubSection @SubSection @Title { @ColoredSubTitle {Support Phase @Rule 6.3} } @Begin @BulletList @ListItem{players alternate, @B{first player} starts} @ListItem{when a player @B passes it @B ends their step} #@ListItem{units with @Support may use support abilities} @ListItem{step 1 : @BulletList @ListItem{artillery changes facing for @Free} #@ListItem{activate units for indirect fire} #@ListItem{activate units to place smoke} @ListItem{activate @Support units with @Ability {support abilities}} @ListItem{play a @I{Command Card} (not TA{@Sym slash}OAS)} @RawEndList} @ListItem{step 2 : @BulletList @ListItem{activate TA{@Sym slash}OAS cards} @RawEndList} @EndList @End @SubSection @SubSection @Title { @ColoredSubTitle {Action Phase (Overview) } @Rule 6.4} @Begin @BulletList @ListItem{players alternate @B active player status, @B{first player} starts} @ListItem{action phase @B ends after @B 3 consecutive @B pass from both players} @ListItem{a unit activates @B{at most once} per turn except for @Spotting} # spotting 7.1.1 12.4.2.1 or command card @ListItem{an assigned @ASuppressed @Sym slash @AFallback marker : @BulletList @ListItem{replace any action marker @Sym ampersand prevent any activation} # @ListItem{replaces an action marker if any} # @ListItem{prevents any subsequent activation of the unit} @RawEndList} @ListItem{@B {non-active} player may @ReactionFire after any hex moved in} @ListItem{possible actions for the @B active player are : @BulletList @ListItem{pass @Rule 8.1 (@Char tilde @Free)} @ListItem{play @I{Command Card} @Rule 8.3 (@Free)} @ListItem{normal movement @ANormal @Rule 9.1 @Sym ampersand fast movement @AFast @Rule 9.2} @ListItem{dig in @ADigIn @Rule 9.7.1} @ListItem{reinforcing position @Rule 9.7.2} @ListItem{smoke cover @Rule 9.7.3} @ListItem{hide @AHide @Rule 9.11} @ListItem{fire @AFiring @Rule 10.0} @ListItem{turret fire @ATurret @Rule 10.0} @ListItem{move @Sym ampersand fire @AMoveFire @Sym slash fire @Sym ampersand move @AFireMove @Rule 9.3 @Sym ampersand @Rule 10.10} @ListItem{close combat (after a move) @Rule 11.0} @RawEndList} @EndList @End @SubSection @SubSection @Title { @ColoredSubTitle {Organisation Phase @Rule 6.5} } @Begin @BulletList @ListItem{markers upkeep : @BulletList @ListItem{@B remove @AWhite action markers: @BulletList @ListItem{Suppression roll: @B recruit @Blue @Sym slash @B regular @Green} @ListItem{remove on @Hit @Sym slash @Critical} #@ListItem{Suppression : @Recruit @Sym slash @B Regular roll @Blue @Sym slash @Green} #@ListItem{remove only on @Hit @Sym slash @Critical} @RawEndList} @ListItem{@B flip @AYellow action markers} @ListItem{hidden @AHidden @Sym arrowdblright ambush @AAmbush} @RawEndList} #@ListItem{reduce @B smoke by 1} #@ListItem{advance turn} #@ListItem{update occupied @B objectives (unarmored @Vehicle do not)} @ListItem{update : @Smoke -1, @B turn +1, occupied @Objective /.2c @B not by @Unarmoured or @ASuppressed @Sym slash @AFallback marked units} @ListItem{@B victory check} @ListItem{reveal @B reinforcements @Sym ampersand take associated @CMP} @EndList @End @SubSection @EndSubSections @End @Section