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@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
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