# 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 @Lightgrey {rgb .95 .95 .95} 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 @PPurple right x { @Purple @Colour x } def @PLg paint { rgb { .95 .95 .95} } def @Eliminated { {rgb 1 0 0} @Colour Eliminated } def @Defeated { {rgb 1 0 0} @Colour Defeated } def @Steps { @PRed {-2 steps} } def @Step { @PRed {-1 step} } def @Disrupt { @POrange Disrupt} def @Disrupted { @POrange Disrupted} def @Nondisrupted { @POrange Non-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}} def @Fire { { @Red } @Colour { FIRE } } def @NoAction { @Sym emptyset } def @Action right x { { @Purple } @Colour { x } } def @Ext { {rgb .96 .14 .34}@Colour EXT } @Document // @Text @Begin @CentredDisplay @Heading { @I{Decision Games} - D-DAy at Omaha Beach - I Nerd Rules - @Date } @Ext : marks the rules that applies to turns 17-32. @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 @I beach hex, #is placed @Pblue {2 turns} after the current.} @BulletList colgap { 1.0c } @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 @I 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{@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{@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 @I {Charlie Beach Landing Boxes} (CH).} @ListItem{@B {Turn 7+} units may be voluntarily 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 ################################################################################ @Section @Title {German Communication @Sym ampersand Depth @Sym ampersand Reinforcement} @NewPage { no } @Begin #@BeginSubSections @BulletList @ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.} @ListItem{Us units on high ground control adjacent hexes on @I beach, @I pavillon or @I draw hexes, the opposite is not true.} @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, @I beach or @I pavillon adjacent to the beach.} @ListItem{An occupied @I Reinforcement position may trace a path through one adjacent US controlled @I bocage hex.} @ListItem{German communication is established at the beginning of the German Fire phase.} @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 @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 # @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 (no ID @Sym arrowright 0) @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 communication: @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 play @B event, @PBlue @I Reinforcement cannot be placed on a position without an ID.} @ListItem{When triggered by a WN @Depth marker, choose the nearest @PBlue @I Reinforcement position even without a number.} # closest to US -> lowest number # only Tactical reinforcement, if empty -> none @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 {German Actions @Ext} @NewPage { yes } @Begin @LP @Include{ german_actions.lou} @LP @LP @BulletList @ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.} @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, with target, in communication. @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 @IncludeGraphic "imgs/intense.eps" or @IncludeGraphic "imgs/steady.eps" field of fire.} @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 @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. @BulletList @ListItem{if none, place a @Disrupted marker on 1 unit within 3 hexes, closests @Sym arrowright @B {sym}bol @Sym arrowright attack strength.} @ListItem{HQs and and Generals are not @Disrupted.} @RawEndList } @ListItem{@PPurple ARTILLERY : a @I position with a 75 or 88 caliber conducts an Artillery fire, as prevously described.} @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: @BulletList @ListItem{there is no US units in the field of fire.} @ListItem{the german unit has a @Depth marker and is @I unrevealed.} @ListItem{the german unit has a @Depth marker and is @I revealed and is from the 352 @Sup {th}.} @RawEndList } @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, @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 } @ListItem{Advance the german unit to the destination position. @BulletList @ListItem{If possible, swap @Depth markers with the pool to have correct @I Building or @I Mobile marker.} @RawEndList } @RawEndList } @ListItem{@PPurple AMBUSH : 1 unit of any type with matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.} @EndList @Place x{right-xsize+.2c} y{foot+ysize+.8c} { @IncludeGraphic "imgs/advance.eps" } @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) @Ext x2.} @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 @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 @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.} @EndList @BulletList @ListItem{Remove @I Disrupted markers from the german units that were prevented from firing.} @EndList @End @Section ################################################################################ @Section @Title {German Artillery} @NewPage { no } @Begin @BulletList @ListItem{Count @Nondisrupted 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 @I beach hex.} @ListItem{A non-infantry unit in a @I {Landing Box}.} @ListItem{An infantry unit in a @I beach hex.} @RawEndList } @EndList @End @Section ################################################################################ @Section @Title {US Actions} @NewPage { no } @Begin @BulletList @ListItem{Each unit can conduct at most @B 1 action per turn.} @ListItem{You may conduct @B 2 (@Ext 3) 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.} @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.} @ListItem{At the end of the @B Turn, underwater units without a @PBlue {climp cliff} marker are removed from play.} @EndList @BeginSubSections @SubSection @Title {US Move} @NewPage { yes } @Begin @BulletList @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 #@Include { us_move.lou} #@LP @LP #@BulletList @ListItem{@Ext : HQs and Generals move 2 hexes.} @ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @I intense field of fire.} @ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @I intense and @I steady field of fire.} @ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} @ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.} @ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and cross.} @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 @End @SubSection @SubSection @Title {US Attack} @NewPage { no } @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 @I {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 attacking infantry at any range.} @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 attacking infantry at any range.} @ListItem{not in the field of fire of the attacked hex, unless it is @I armored.} @RawEndList } @ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.} @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 {@B RD Radio} : an infantry in command of an HQ, attacking from an adjacent hex is considered having a radio.} @ListItem{A @B {Naval fire}, may support if 1 attacking infantry at any range has a radio or is in command of an HQ.} @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{@Defeated : 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 { no } @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 @Nondisrupted 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 Artillery Barrage @Ext} @Begin @BulletList #@ListItem{A German hex can't be barraged and attacked in the same phase.} #@ListItem{Many @B artillery can separatly barrage the same German hex.} #@ListItem{@I {Unrevealed Reinforcement} position can't be barraged.} #@ListItem{An @B Artillery in range but not adjacent to a German hex can barrage it if all the above conditions are met : @ListItem{An @B Artillery can barrage as a @B tank can if all the following conditions are met : @BulletList @ListItem{if not armored, it can't be in a field of fire.} @ListItem{it is in command of an HQ or a CP.} @ListItem{it is in the field of fire of the target or an @Nondisrupted infantry in command of the same HQ or CP is.} @RawEndList } @ListItem{In the later case, the @B artillery or the infantry must be in command of an HQ or a General.} @EndList @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 @Nondisrupted 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 {US Engineers} @NewPage { no } @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.} @ListItem{Turn 24+: all obstacles are considered cleared.} @RawEndList } @EndList @BulletList @ListItem{@Ext You may @B establish or @B advance 1 @B {Engineer Base} per @I Division, only if not in the field of fire of an @I occupied or in communication German position.} #@ListItem{Establish 1 base per Sector, in a beach hex not in field of fire of an @I occupied or in communication position.} @ListItem{Engineer base under German @B artillery may not @B advance or provide @B{Traffic management}. @BulletList @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 @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 @End @Section ################################################################################ @Section @Title {US Command Posts @Ext} @NewPage { no } @Begin @BulletList @ListItem{You may flip an HQ to it's @B {Command Post} side if not in the field of fire of an @I occupied or in @I communication German position.} @ListItem{A @B {Command Post} not in the field of fire of an @I occupied position, may @B advance and @B provides it it's range: @BulletList @ListItem{free actions.} @ListItem{radio.} @ListItem{tank and artillery ranged fire coordination.} @RawEndList } @ListItem{Command range cannot extend through German units.} @ListItem{A @B {Command Post} can revert to an HQ and conduct a movement action.} @ListItem{A @B {Command Post} is a leader an can be hit by German fire, if so it reverts to an HQ.} @EndList @End @Section ################################################################################ @Section @Title {Tables} @NewPage { yes } @Begin @LLP @BeginSubSections @SubSection @Title {US Units} @Begin @LLP @Include{ us_units.lou } @End @SubSection @SubSection @Title {US amphibious} @NewPage { yes } @Begin @LLP @Include{ us_amphibious.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {German Fire} @Begin @LLP @Include{ german_fire.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {US move} @Begin @LLP @Include{ us_move.lou } @End @SubSection @SubSection @Title {US attack} @NewPage { yes } @Begin @LLP @Include{ us_attack.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {German Defense} @Begin @LLP @Include{ german_defense.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {US barrage} @Begin @LLP @Include{ us_barrage.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {US Weapons} @Begin @LLP @Include{ us_weapons.lou} @End @SubSection @EndSubSections @End @Section @EndSections @End @Text