# encoding : iso-8859-1 @SysInclude { langdefs } @SysInclude { bsf } @SysInclude { dsf } @SysInclude { docf } @SysInclude { diag } @SysInclude { tbl } @Use { @BasicSetup @InitialFont { Times Base 11p } @ParaGap { 1.0fx @OrIfPlain 1f } @ListOuterGap { 0.5v @OrIfPlain 1f } @ListGap { 0.4v @OrIfPlain 1f } @ListLabelWidth { 1.00f @OrIfPlain 5s } } @Use { @DocumentSetup @TopMargin { 2.0c @OrIfPlain 6f } @FootMargin { 1.0c @OrIfPlain 6f } @OddLeftMargin { 1.7c @OrIfPlain 10s } @OddRightMargin { 1.5c @OrIfPlain 10s } @EvenLeftMargin { 1.7c @OrIfPlain 10s } @EvenRightMargin { 1.5c @OrIfPlain 10s } @MakeContents { No } } @Use { @OrdinarySetup @SectionGap { 0.7v @OrIfPlain 3f } @SubSectionGap { 0.25v @OrIfPlain 2f } } @SysDatabase @FontDef { fontdefs } @SysDatabase @RefStyle { refstyle } 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 @Undisrupted { @POrange Undisrupted} 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 @Beach { @I beach } def @Fof{ @I {field of fire} } 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 } def @Intense { @IncludeGraphic "imgs/intense.eps" } def @Steady { @IncludeGraphic "imgs/steady.eps" } def @Sporadic { @IncludeGraphic "imgs/sporadic.eps" } #def @Intense { @I intense } #def @Steady { @I steady } #def @Sporadic { @I sporadic } @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 @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 @Beach hex.} # rules only says is delayed @RawEndList } @ListItem{HQs and Generals @BulletList @ListItem{do not check for landing hazard.} @ListItem{if stacked with a unit, may drift with it.} # or be delayed 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{ @RawBulletList @ListItem{@B {Turn [7-15]} : that lands on a @Beach hex with @I {Uncleared Beach Obstacles}.} @ListItem{@B {Turn [16-22]} : that pass through a @Beach hex with @I {Uncleared Beach Obstacles}.} @ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.} @RawEndList} @ListItem{Remove @PRed {1 step} from a unit of your choice within the affected @I {Beach Landing Boxes}.} @ListItem{If the only available unit is an HQ, delay it for @B @Turns {2}, Generals are not affected.} @EndList @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 @BulletList @ListItem{Us units (not Generals) control their hex, Infantry with 2+ steps @Sym ampersand tanks also control their 6 adjacent hexes.} @ListItem{Us units on high ground control adjacent hexes on @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, @Beach or @I pavillon adjacent to the @Beach.} @ListItem{An occupied @I Reinforcement position may trace a path through 1 adjacent US controlled @I bocage hex.} @ListItem{German communication is established at the beginning of the German Fire phase.} @EndList @BulletList @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 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 @BulletList @ListItem{@PBlue @I Reinforcement triggered by event card draw are: @BulletList @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.} @ListItem{Placed faced down in an empty, @B numbered in communication @PBlue @I Reinforcement position.} @ListItem{Placed in the lowest number, adjacent to a US unit US unit @Sym arrowright within 2 hexes of a US unit @Sym arrowright in sector.} @RawEndList } @ListItem{@PBlue @I Reinforcement triggered by a WN @Depth marker are: @BulletList @ListItem{Drawn from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @Sym {emptyset}.} @ListItem{Placed faced down in the nearest empty @PBlue @I Reinforcement position @Sym arrowright closest to US unit @Sym arrowright lowest number.} @RawEndList } @ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.} @EndList @End @Section ################################################################################ @Section @Title {German Actions @Ext} @NewPage { no } @Begin @LP @Include{ german_actions.lou} @LP @Place x{right-xsize} y{foot+ysize+0.3c} { @IncludeGraphic "imgs/advance.eps" } @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{ 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 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 : 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.} @RawEndList } @ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in @Intense and @Steady @Fof. @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 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 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.} @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 @Undisrupted 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 } @EndList @End @Section ################################################################################ @Section @Title {German Fire} @NewPage { no } @Begin @BulletList @ListItem{WN positions in 2 hexes are considered 1 position.} @ListItem{@Disrupted units may not fire and do not contribute to the possible hits count.} @ListItem{@I {@Sym numbersign Possible hits per position} : @Sym numbersign @Depth markers + @Sym numbersign German units, @Ext : x2.} @ListItem{@I {Double symbol} : at least 1 unit in the position must have a @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 @Intense or @Steady @Fof may be hit, not @Disrupted.} @ListItem{@I {Concentrated target} : @B 5+ steps stacked together are considered to have matching @B{sym}bol.} @ListItem{@I {Target priority} (closer to the firing position @Sym arrowright most steps @Sym arrowright player choice within the following): @BulletList @ListItem{Intense fire hexes @Intense} @ListItem{Steady fire hexes @Steady} @ListItem{Sporadic fire hexes @Sporadic} @RawEndList } @EndList #@LP #@Include { german_fire.lou } #@LP @LP @BulletList @ListItem{US units lose @Step @B {max} per phase, @Ext : @Step @B max per position firing at the US unit.} @ListItem{Attempt to hit as many US units as possible, @I leaders are hit last.} @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.} @ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.} @EndList @BulletList @ListItem{When a @I Non-ranger infantry units loses its second step it is placed in the catastrophic loss box.} @ListItem{Remove @Disrupted markers from any german units whose color appears on the fire card.} @EndList @End @Section ################################################################################ @Section @Title {German Artillery } @NewPage { no } @Begin @BulletList @ListItem{@B {Turn 4+} : count @Undisrupted caliber matching Artillery in Sector's @B{WN positions} and @B {Artillery Box}.} @ListItem{If @Sym greaterequal German Artillery value, a unit with the matching us target @B {sym}bol will lose @Step.} @ListItem{@I {Target priority} (most steps within the following): @BulletList @ListItem{An infantry unit in a @I {Beah Landing Box}.} @ListItem{A non-infantry unit in a @Beach hex.} @ListItem{A non-infantry unit in a @I {Beach Landing Box}.} @ListItem{An infantry unit in a @Beach hex.} @RawEndList } @ListItem{A unit in the @B {Artillery Box} is innactivated if all it's observer positions listed are in your control.} @EndList @End @Section ################################################################################ @Section @Title {US Actions} @NewPage { no } @Begin @BulletList @ListItem{You may conduct @B 2 (@Ext 3) actions per @B Sector, at most @B 1 action per unit.} @ListItem{2 units stacked together may conduct the exact same action at the cost of 1.} #@ListItem{Each unit can conduct at most @B 1 action per turn. Stacked units may conduct the same action at the cost of 1.} @ListItem{In addition to the above, you may conduct @B free actions with : @BulletList @ListItem{@I Ranger infantry units.} @ListItem{A unit with a @I Hero or @I Inspired marker assigned to it (may not be transfered to another unit).} @ListItem{Units with a @PBlue Climb or @PBlue {Climb Cliff} marker (may continue their move as their only possible action).} @ListItem{An Infantry unit moving from a @Beach hex to another one closer to a protecting hexside (not Sheer Cliffs).} @ListItem{@Disrupted units (remove their @Disrupted marker as their only possible action).} @ListItem{HQs and Generals.} @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet} (in command).} @RawEndList} @ListItem{@B Stacking limit is @B {2 units} per hex, HQs 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 { no } @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{@Ext : HQs and Generals move 2 hexes.} @ListItem{@Ext : tanks move 2 and 4 hexes along secondary and major roads, must stop in @Intense @Fof.} @ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @Intense and @Steady @Fof.} # @Undisrupted @ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.} @ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and move across the @I Bluff.} @ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.} @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 @B adjacent to and in the @Fof of a @Undisrupted position, to a similar hex. @BulletList @ListItem{Draw @B 1 card, lose 1 @Step on matching @B{sym}bol, @B color and strictly matching symbols and @Depth count.} @ListItem{@I {Concentrated target} is not considered even if the move puts 5+ steps in the destination hex.} @ListItem{On step loss, you may complete the move or stay in the starting hex.} @ListItem{HQ and Generals may not attempt to infiltrated on their own.} @ListItem{If Infiltrating past 2 German positions, lose @Step on matching @B{sym}bol and either position @B color.} @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{Ranged fire to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} @ListItem{Each unit participating to the attack must conduct an action (exact same action for stacked units).} @ListItem{An attack must include at least 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 attacking infantry across a @PBlue bluff or @PBlue cliff 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 at any range.} # https://boardgamegeek.com/thread/1340946/article/36400529#36400529 @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.} # https://boardgamegeek.com/thread/2026309/article/29552476#29552476 @RawEndList } @ListItem{An @B Artillery may support the attack if it is: @BulletList @ListItem{in range but not adjacent to the target.} @ListItem{@B and in command of an HQ (not General) that is also in command of an attacking infantry at any range.} # https://boardgamegeek.com/thread/2468931/article/35380374#35380374 @ListItem{@B and not in the @Fof of an @Undisrupted german unit, unless it is @I armored.} @RawEndList } @ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) @B or a @B +1 to the attack, @B {not cumulative}.} @ListItem{@I {@B FL Flanking} : requires attacking from 2 hexes that are adjacent to the target but not to each other.} @ListItem{@I {@B FL Flanking} : if the unit and @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 at least 1 attacking infantry has a radio or is in command of an HQ. @BulletList @ListItem{it will provide a @B +9 to the attack.} @ListItem{or the @B NA, @B AR and @B DE weapons.} @RawEndList } @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 352 @Sup th units (Grey{@Char slash}Brown) when @Defeated @I withdraw in @I {Division Reinforcement Box}.} #@ListItem{@Defeated 352 @Sup th units (Grey{@Char slash}Brown) if 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. FIXME @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 @Fof of the position.} @ListItem{or an @Undisrupted infantry is and either the tank or the infantry is in command of an HQ or a General.} @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 following conditions are met : @ListItem{An @B Artillery can barrage under the same conditions as a @B tank, if @B all the following conditions are met : @BulletList @ListItem{it is in command of an HQ or a CP.} #@ListItem{if not armored, it can't be in a @Fof.} #@ListItem{it is not in a @Fof unless armored.} @ListItem{it is not in the @Fof of an @Undisrupted german unit, unless it is @I armored.} # Rule 17.3 Artillery Barrage => added Undisrupted @ListItem{it is in the @Fof of the target or an @Undisrupted infantry in command of the same HQ or CP is.} @ListItem{barrage to a high ground position is only possible if it projects a @Fof into at least 1 @Beach hex.} @RawEndList } @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 @Undisrupted infantry unit is in the @Fof of the targeted German hex.} @ListItem{@B and it has a radio or it's in command of an HQ.} @RawEndList } @ListItem{For @B free, place a @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 @Fof of an @Undisrupted and activated German position. @BulletList @ListItem{Turn 2-6 : clear at most @B 2 hexes per sector.} @ListItem{Turn 7-15 : clear at most @B 1 hex per sector.} @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.} @ListItem{It must be in a @Beach hex not in the @Fof of an @I occupied or in communication German position.} #@ListItem{Establish 1 base per Sector, in a @Beach hex not in @Fof of an @I occupied or in communication position.} @ListItem{A base may not @B advance or provide @B{Traffic management} if German artillery fire occurs in it's sector.} @ListItem{The following benefits are in force within an @B {Engineer Base}'s range of operations: @BulletList @ListItem{@B Garrison each @I unoccupied position, not in the @Fof 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 free if they begin their move in a @Beach or @I pavillon or @I draw hex.} @RawEndList } @EndList @End @Section ################################################################################ @Section @Title {US Command Posts @Ext} @NewPage { no } @Begin @BulletList @ListItem{An HQ not in the @Fof of an @I occupied or in @I communication position can establish a @B {Command Post}.} #@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the @Fof of an @I occupied or in @I communication German position.} @ListItem{A @B {Command Post} not in the @Fof of an @I occupied position, may @B advance and @B provides it it's range: @BulletList @ListItem{Free actions.} @ListItem{@B RD Radios.} @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 barrage} @NewPage { yes } @Begin @LLP @Include{ us_barrage.lou } @LLP @LLP @LLP @End @SubSection @SubSection @Title {German Defense} @Begin @LLP @Include{ german_defense.lou } #@LLP @LLP @LLP @BulletList @ListItem{@B {Heavy infantry} may support an attacking infantry across a @PBlue bluff or @PBlue cliff hexside.} @EndList @LLP @End @SubSection @SubSection @Title {US attack} @Begin @LLP @Include{ us_attack.lou } @BulletList @ListItem{@Defeated 352 @Sup th units (Grey{@Char slash}Brown) if in communication @I withdraw in @I {Division Reinforcement Box}.} @EndList @LLP @End @SubSection @SubSection @Title {US Weapons} @Begin @LLP @Include{ us_weapons.lou} @End @SubSection @EndSubSections @End @Section ################################################################################ @Section @Title {More} @NewPage { yes } @Begin @LLP @B{Artillery} : @LLP |0.5c !Arty.inFoF(@Undisrupted) unless Armored @LLP @LLP @B{Barrage} : @LLP |0.5c !unit.adj(target) @B and target != @I {Unrevealed Reinforcement} @LLP @LLP @LLP @B{Tank Support} : @LLP |.5c Tank.adj(target @Char bar @Char bar atk Inf) @B or (HQ @Char bar @Char bar Ge).command(Tank @Char bar @Char bar atk Inf) @LLP @LLP @B{Artillery Support} : @LLP |.5c HQ.command(Arty @Char{ampersand}@Char{ampersand} atk Inf) @B and !Arty.adj(target) # @B and !Arty.inFoF(any @Undisrupted) unless Armored @LLP @LLP @B{Tank Barrage} : @LLP |0.5c Tank.inFoF(target) @B or ( @Undisrupted Inf.inFoF(target) @B and (HQ @Char bar @Char bar Ge).command(Tank @Char bar @Char bar Inf) ) @LLP @LLP @B{Artillery Barrage} : @LLP |0.5c (HQ @Char bar @Char bar CP).command(Arty) @B and (Arty @Char bar @Char bar same (HQ @Char bar @Char bar CP).command(@Undisrupted Inf)).inFoF(target) #@B and !Arty.inFoF(any) unless Armored # Rule 17.3 Artillery Barrage => added Undisrupted @LLP @LLP @End @Section @EndSections @End @Text