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@Section @Title { @ColoredTitle {Off-Board Artillery Support @Rule 12.4} } @NewPage {no} @Begin
@BulletList
@ListItem{@I{Planning Phase} : card face down with assigned @CMP @Rule 12.4.1}
@ListItem{@I{Support Phase} : spot target hex @Sym ampersand fire exploratory shells @Rule 12.4.2}
@ListItem{@I{Action Phase} : select mode, shift target @Sym ampersand resolve strike @Rule 12.4.3}
@EndList
@BeginSubSections
@SubSection @Title { @ColoredSubTitle {General Rules @Rule 12.4} } @Begin
@BulletList
@ListItem{maximum of @I Smoke marker per hex is @B 5 instead of @B 4}
@ListItem{place @B 1 smoke marker in each target hexes @B after the attack}
@ListItem{defenders lose their @Weakest @Defense die (except @I Bunker)}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Spotting the Target @Rule 12.4.2.1} } @Begin
@BulletList
@ListItem{an @Inf, @Arty or @Cap Scout unit must spot for OAS, it cost @B 1 @CMP}
@ListItem{a non @LOSB LOS to the target is enough, mark the unit with @ANormal}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Exploratory Shells @Rule 12.4.2.2} } @Begin
@BulletList
@ListItem{roll @Green, if @Cap Scout, add @Blue keep @Hit only}
@EndList
/.2c @Display @Tbl
rule {yes}
i {ctr}
iv {ctr}
bpaint {@HeaderPaint}
aformat { @Cell A | @Cell B }
{
@Rowa A{@Critical} B{+ @Blue @Attack}
@Rowa A{@Hit}
@Rowa A{@Suppress} B{1 hex drift}
@Rowa A{} B{2 hexes drift}
}
@End @SubSection
@SubSection @Title { @ColoredSubTitle {The Artillery Strike @Rule 12.4.3} } @Begin
@BulletList
@ListItem{the spotting unit must still have @B Clear @Sym slash @LOSH to the target hex}
@ListItem{strike can be executed has @I Normal or @I Reaction action}
@ListItem{if not played, the @I OAS card goes back into the players hand}
@ListItem{player chose a strike mode : @I Smoke, @I Suppressive, @I Effective}
@ListItem{final impact hex drift using @I{Exploratory Shells} table @Rule 12.4.3.2 :
@BulletList
@ListItem{move the target @B 1 hex for free}
@ListItem{move the target @B 2-3 hexes but use @B single @Attack success}
@ListItem{then roll @Yellow, if @Cap Scout, add @Blue keep @Hit only}
@RawEndList}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Smoke Screen @Rule 12.4.3.1.1} } @Begin
@BulletList
@ListItem{do not use scenario @Smoke resources}
@ListItem{primary hex : @B +1 @Smoke then roll : @B +1 @Smoke per @Hit {@Sym slash} @Critical}
@ListItem{roll for @B each secondary hex : @B +1 @Smoke per @Hit {@Sym slash} @Critical}
#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Suppressive Fire @Rule 12.4.3.1.2} } @Begin
@BulletList
@ListItem{ineffective against @Armoured, but apply @Rule 7.1.2}
@ListItem{targets the primary hex @Sym ampersand @B 1 secondary hex}
@ListItem{split primary target hex dice into 2 groups of equal @Sym numbersign dice}
@ListItem{add @Blast die (@Blue if none) to @B each group}
#@ListItem{apply @Rule 7.1.2 when targeting @Vehicle or @I{Tank Riders}}
@ListItem{@Defense @Critical only cancel @Attack @Critical, not @Hit or @Suppress}
@ListItem{treat each damage comming from @Hit or @Critical into a @Suppress}
@ListItem{no @AFallback can be triggered by @I{Suppressive Fire} unless by @Critical}
@ListItem{apply @I{Assigning Damage} @Rule 10.8 @Sym ampersand @Rule 12.4.3.4 in case of @Critical}
#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Fire For Effect @Rule 12.4.3.1.3} } @Begin
@BulletList
@ListItem{apply respective @Attack dice on primary and secondary hexes}
#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4}
@EndList
@End @SubSection
@SubSection @Title { @ColoredSubTitle {Destroying @Rule 12.4.3.4} } @Begin
@BulletList
@ListItem{any uncancelled @Critical destroys an obstacle @LP @Sym ampersand triggers @I demolition on buildings and fortification @Rule 12.5 @LP or place @I Craters on other terrain @Rule 12.4.3.5}
@EndList
@End @SubSection
@EndSubSections
@End @Section
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