black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} aformat { @Cell A } { @Row paint {@AssaultReactions} format { @Cell 16p @Font @B A } A{Reactions to Assault @Sym slash Feint 10p @Font 10.5.3} @Row format { @Cell A } A{ // @RawDashList @ListItem{@B cannot @I Assault or @I Overrun a hex marked with an @I{Assault Arrow}} @ListItem{@I{Towed Gun} may @B not react} @ListItem{any unit that does not react is marked as having conducted an @I Action} @ListItem{units under @I Assault @Reff 10.5.3.2 : @BulletList @ListItem{a @I vehicle may @I Maneuver} @ListItem{a @I{non-vehicular} unit may attempt to @I Recover or @I Withdraw} @ListItem{a unit may also @I Request an @I MFA and{@Sym slash}or @I Illumination} @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes} @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any} @RawEndList} @ListItem{units in the @I Assault hex (@I Nationality hex) @Reff 10.5.3.1 : @BulletList @ListItem{a @I vehicle may @I Maneuver} @ListItem{@I Recovery is not allowed} @ListItem{a @I leader may request an @I MFA on its hex (@I Cohesion check) @Reff 11.4.4.2} @ListItem{@I{non-vehicular} units may @I{Small Arms Fire} against @B adjacent hexes /.3v @B{only if} the attacker has @B no @I infantry @B{and without} @I{Proximity Fire}} @ListItem{@I{Anti-Tank Fire} @B must be directed to assaulting enemy @I vehicles @B if any} @RawEndList} @ListItem{Feint @Reff 10.5.3.1 : @BulletList @ListItem{mandatory if in a @I{Primary Impact Hex}} @ListItem{vehicles may stay put or @I Reverse} @ListItem{non-@I vehicular may stay put on a roll @Sym lessequal best @I Cohesion or @I Withdraw} @RawEndList} @EndList } }}