1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
|
# encoding : iso-8859-1
@SysInclude { langdefs }
@SysInclude { bsf }
@SysInclude { dsf }
@SysInclude { docf }
@SysInclude { tbl }
@SysInclude { xrgb }
@Use { @BasicSetup
@InitialFont { Times Base 10p }
@ListOuterGap { 0.50v @OrIfPlain 1f }
@ListIndent { 0s }
@ListLabelWidth { 0.60f @OrIfPlain 5s }
@DisplayGap { .10v }
}
@Use { @DocumentSetup
@PageOrientation { Landscape }
@TopMargin { 0.5c @OrIfPlain 6f }
@FootMargin { 0.5c @OrIfPlain 6f }
@OddLeftMargin { .1c @OrIfPlain 10s }
@OddRightMargin { .1c @OrIfPlain 10s }
@EvenLeftMargin { .1c @OrIfPlain 10s }
@EvenRightMargin { .1c @OrIfPlain 10s }
@ColumnNumber { 4 }
@ColumnGap { .1c @OrIfPlain 6s }
}
@Use { @OrdinarySetup }
@SysDatabase @FontDef { fontdefs }
@SysDatabase @RefStyle { refstyle }
@Include {defs.lou}
def @CCHeader right x { @Display @B 13p @Font x }
# 65mm x 89mm
#def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.2c} 8.7c @Wide 6.3c @High black @Color { x } }
def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } }
def @CSpotting { @VCard {
@CCHeader{@Spotting Spotting @Rule 10.5}
@Display 8p @Font {
@BulletList
gap {.6v}
#@ListItem{@I Turret @Vehicle have 60 @Sym degree front arc of @I Fire}
@ListItem{@B Roll if targets is @AHide @Sym slash @AHidden @Sym slash @AAmbush}
@ListItem{target is @B Spotted if is either :
@BulletList
gap {.5v}
@ListItem{adjacent @B or marked with @AFiring @Sym slash @AFast @Sym slash @ADelayed} # /.1v @B not @AMoveFire @Sym slash @AFireMove}
#@ListItem{in @I{Arc of Fire} (@I Turret @Vehicle have 60 @Sym{degree})
# @BulletList
# @ListItem{clear LOS or no @Defense die hex}
#@RawEndList}
@ListItem{@B or in @I{Arc of Fire} @Sym ampersand clear LOS or no @Defense die hex}
@RawEndList}
@ListItem{else @Sym arrowdblright @B Roll}
@ListItem{1d6 : @B 6 is always a @B success}
@ListItem{-1 for each @Hindered hex along the LOS}
@EndList
@Display @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat{ @Cell A | @Cell B | @Cell C }
bformat{ @Cell A | @Cell B | @Cell C }
{
@Rowa
paint {@HeaderPaint}
B{in @I{Arc of Fire}} C{@B not in @I{Arc of Fire}}
@Rowb ruleabovewidth { 1p } A{@Inf} B{2+} C{2+}
@Rowb A{@Arty} B{2+} C{3+}
@Rowb A{@Vehicle} B{4+} C{5+}
}
@BulletList
gap {.3v}
@ListItem{on @B failure (@I{fires blindly}) :
@BulletList
gap {.2v}
#@ListItem{only @B{1 symbol} @Sym slash dice counts (@B no @I Critical allowed)}
@ListItem{@SingleSuccess, no @Critical}
@ListItem{@Half unit rolls attack dice @Sym slash 2 @Sym arrowup}
#@ListItem{@Half unit rolls half round up of its attack dice}
@RawEndList}
@EndList
} } }
def @CEndOfTurn { @VCard {
@CCHeader{End Of Turn}
/.1c @Display 8p @Font { @BulletList
gap {.7v}
@ListItem{markers upkeep :
@BulletList
@ListItem{@B remove @AWhite actions:
@BulletList
@ListItem{@ASuppressed : @Recruit roll @Blue @Sym slash @Regular roll @Green :
@BulletList
@ListItem{remove only on @Hit @Sym slash @Critical}
@RawEndList}
#@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 actions}
@ListItem{@AHidden @Sym arrowdblright @AAmbush}
@RawEndList}
#@ListItem{reduce @B smoke by 1}
#@ListItem{advance turn}
#@ListItem{update occupied @B objectives (unarmored @Vehicle do not)}
@ListItem{@B @Smoke -1}
@ListItem{@B turn +1}
@ListItem{update occupied @Objective /.2c @B not by @Unarmoured or @ASuppressed @Sym slash @AFallback units}
#@ListItem{update : @B smoke -1, @B turn +1, occupied @B objectives /.2c @B not by unarmored @Vehicle or @ASuppressed @Sym slash @AFallback marked units}
@ListItem{@B victory check}
@ListItem{reveal @B reinforcements @Sym ampersand take @B{command points}}
@EndList }
} }
def @CMinefields { @VCard {
@CCHeader{Minefields @Rule 9.5.9}
@Display 8p @Font {
@BulletList
gap {.6v}
#@ListItem{take the amount + same amount of dummy}
@ListItem{@B not in fortifications {@Sym slash} obstacles, @B no ATM in buildings}
@ListItem{roll to enter @Sym ampersand to leave}
#@ListItem{@B no effects on friendly units}
#@ListItem{@B no @AFast , @B no close combat, @B no moving through friendly}
@ListItem{@B no : friendly attack, close combat, crossing, @AFast}
### - no transport vehicles (loaded or not)
#@ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+}
#@ListItem{escape on 1d6:}
@EndList
@Display @Tbl
rule {yes}
i {left}
iv {ctr}
aformat{ @Cell A | @Cell B | @Cell C | @Cell D }
{
#@Row
# format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan }
# A{1d6 escape roll modifiers}
@Rowa
paint {@HeaderPaint}
A{@Inf} B{{@Xrgb blue} @Color 5+} C{@Arty{@Sym slash}@Vehicle} D{{@Xrgb blue} @Color 6+}
@Rowa ruleabovewidth { 1p }
A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1}
@Rowa
A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1}
}
@Display @Tbl
rule {yes}
i {left}
iv {ctr}
aformat{ @Cell A | @Cell B | @Cell C }
{
@Rowa
paint {@HeaderPaint}
A{unit} B{mine attack} C{defense}
@Rowa ruleabovewidth { 1p } A{@InfArty} B{@Yellow @Green} C{@Green}
@Rowa A{@Vehicle} B{@Green} C{@Blue}
}
@Display @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat{ @Cell A | @Cell B | @Cell C }
{
@Rowa
paint {@HeaderPaint}
A{result} B{@InfArty} C{@Vehicle}
@Rowa ruleabovewidth { 1p } A{@Critical @Sym slash @Hit} B{1 Damage} C{1 Damage + @AImmobile}
#@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized}
@Rowa A{@Suppress} B{Suppressed} C{Suppressed}
}
/.3v use strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1
} } }
def @CMovements { @VCard {
@CCHeader{Movements @Rule 9.0}
/.1c @Display 8p @Font { || @Tbl
rule {yes}
i {left}
iv {ctr}
aformat { @StartVSpan @Cell i{right} A | @Cell B | @Cell C }
bformat { @VSpan | @Cell B | @Cell C }
cformat { @Cell i{right} A | @Cell B | @Cell C }
{
@Rowa B{ @Sym emptyset } C{ Rivers }
@Rowb B{ 1 @MP } C{ Roads @Sym slash Large Bridge }
@Rowb B{ +1 @MP } C{@Sym slash @Ea climbed }
@Rowa ruleabovewidth { 1p } A{ @InfArty @LP 1 @MP} B{ @ADelayed } C{ Swampy }
@Rowb B{ 2 @MP } C{ Heavy Forest @Sym slash Fields @LLP Shallow Water }
@Rowb B{ 2 @MP } C{ Buildings }
@Rowb C{ +1 @MP Multy-storey ({{@Xrgb red} @Color roof})}
@Rowb C{ +2 @MP Church Tower}
@Rowa ruleabovewidth { 1p } A{ @Vehicle @LP 2 @MP} B{ @Sym emptyset } C{Heavy Forest @Sym slash Buildings @LLP Shallow Water @Sym slash Swampy}
@Rowc ruleabovewidth { 1p } A{ @Tracked } B{ 1 @MP } C{ Clear @Sym slash Brush @Sym slash Fields }
@Rowa ruleabovewidth { 1p } A{ @Wheeled } B{ @Sym emptyset } C{ Groves }
@Rowb B{ 1 @MP } C{ Wheat Field }
@Rowb B{ 3 @MP } C{ Rocky }
}
# @LP Fast Movement
# @BulletList
# @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack}
# #@ListItem{@InfArty lose @Weakest @Defense dice (keep min 1)}
# @ListItem{@Vehicle + @Blue @Defense}
# @EndList
@LLP /.3v @Bullet @Harsh : 1 Hex @ADelayed, @B no @AFast, @B no @I{CCard}
} } }
def @CSandbags { @VCard {
@CCHeader{Sandbags @Rule 9.5.7.1}
/.1c @Display || @Tbl
i {ctr}
iv {ctr}
bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan }
cformat { @StartHSpan @Cell A | @HSpan | @HSpan }
{
@Rowb A {@Inf @Arty} B{terrain @Strongest defense die +}
@Rowb A {@Vehicle} B{terrain @Weakest dice +}
@Rowc A { || @Tbl
rule {no}
i {ctr}
iv {ctr}
aformat { @Cell i {right} A | @Cell B | @Cell i {left} C }
{
@Rowa B {8p @Font{no terrain} @LP @Yellow @Green}
@Rowa A {@Green} B {@IncludeGraphic "imgs/sandbags.eps"} C {@Yellow @Green}
@Rowa B {@Yellow @Green}
}
}
@Rowb A {@Tracked} B{+1 @MP}
@Rowb A {@Wheeled} B{+2 @MP}
@Rowc A {@ReactionFire: terrain defense die @B only}
}
} }
def @CPillbox { @VCard {
@CCHeader{Pillbox @Rule 9.5.7.5}
/.3c @Display || @Tbl
rule {no}
i {ctr}
iv {ctr}
bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan }
cformat { @StartHSpan @Cell A | @HSpan | @HSpan }
{
@Rowb A {@Inf} B{terrain @Strongest defense die +}
@Rowc A { /.1c || @Tbl
rule {no}
i {ctr}
iv {ctr}
aformat { @Cell i {right} A | @Cell B | @Cell i {left} C }
{
@Rowa B {8p @Font{no terrain} @LP @Red @Yellow}
@Rowa A {@Yellow} B {@IncludeGraphic "imgs/pillbox.eps"} C {@Red @Yellow}
@Rowa B {@Red @Yellow}
} /.1c
}
@Rowb A {@Tracked} B{+1 @MP (may @B not cross)}
@Rowb A {@Wheeled} B{+2 @MP (may @B not cross)}
@Rowc A {/.1c @ReactionFire: terrain defense die @B only}
}
} }
def @CTrenches { @VCard {
@CCHeader{Trenches @Rule 9.5.7.2}
/.2c @Display || @Tbl
rule {no}
i {ctr}
iv {ctr}
bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan }
cformat { @StartHSpan @Cell A | @HSpan | @HSpan }
dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan }
{
@Rowb A {@Inf} B {terrain @Strongest defense die +}
@Rowc A { || @Tbl
rule {no}
i {ctr}
iv {ctr}
aformat { @Cell i {right} A | @Cell B | @Cell i {left} C }
{
@Rowa B {8p @Font{no terrain} @LP @Yellow @Yellow}
@Rowa A {@Yellow} B {@IncludeGraphic "imgs/trenches.eps"} C {@Yellow @Yellow}
@Rowa B {@Yellow}
}
}
@Rowb A {@Tracked} B{+1 @MP}
@Rowb A {@Wheeled} B{+2 @MP (may @B not cross)}
@Rowd A {/.05c attack @B{from flank} - @Weakest attack die}
@Rowc A {@ReactionFire: terrain defense die @B only}
}
} }
def @CGunposition { @VCard {
@CCHeader{Gunposition @Rule 9.5.7.3}
/.3c @Display || @Tbl
rule {no}
i {ctr}
iv {ctr}
bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan }
cformat { @StartHSpan @Cell A | @HSpan | @HSpan }
{
@Rowb A {@Inf @Arty} B {terrain @Strongest defense die +}
@Rowc A { || @Tbl
rule {no}
i {ctr}
iv {ctr}
aformat { @Cell i {right} A | @Cell B | @Cell i {left} C }
{
@Rowa B {/.1c 8p @Font{no terrain} @LP @Red @Green}
@Rowa A {@Green} B {@IncludeGraphic "imgs/gunposition.eps"} C {@Red @Green}
@Rowa B {@Red}
} /.1c
}
@Rowb A {@Tracked} B{+1 @MP (may @B not cross)}
@Rowb A {@Wheeled} B{+2 @MP (may @B not cross)}
@Rowc A {/.1c @ReactionFire: terrain defense die @B only}
}
} }
def @CBunker { @VCard {
@CCHeader{Bunker @Rule 9.5.7.4}
/.1c @Display 8p @Font { || @Tbl
rule {no}
i {ctr}
iv {ctr}
bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan }
cformat { @StartHSpan @Cell A | @HSpan | @HSpan }
dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan }
{
#@Rowc A {@Inf (@Arty on game setup)}
#@Rowc A {terrain @Strongest defense die +}
@Rowc A {@Arty on game @B setup only}
@Rowb A {@Inf @Arty} B {terrain @Strongest defense die +}
#@Rowd A {ignore loss of @Weakest defense die against @B OAS}
@Rowc A { || @Tbl
rule {no}
i {ctr}
iv {ctr}
aformat { @Cell i {right} A | @Cell B | @Cell i {left} C }
bformat { @StartHSpan @Cell A | @HSpan | @HSpan }
{
@Rowa B {8p @Font{no terrain}}
@Rowb A {@B OAS : ignore loss of @Weakest defense die}
@Rowa B {@Red @Red}
@Rowa A {@Red} B {@IncludeGraphic "imgs/bunker.eps"} C {@Red @Red}
@Rowa B {@Red}
}
}
@Rowb A {@Tracked} B{+2 @MP (may @B not cross)}
@Rowb A {@Wheeled} B{+3 @MP (may @B not cross)}
@Rowd A {@Arty have their @I {Arc of Fire} limited to @I Front}
@Rowc A {/.1c @ReactionFire: terrain defense die @B only}
}
} } }
def @CHide { @VCard {
@CCHeader{Hide, Hidden, Ambush @Rule 9.11}
/.1c @Display {
@BulletList
gap {1.6v}
@ListItem{@B Hide Action @Rule 9.11
@BulletList
gap {.6v}
#@ListItem{@Inf @B not on roads}
#@ListItem{@Arty{@Sym slash}@Vehicle @B not on roads or clear}
@ListItem{@B not on roads, @Arty{@Sym slash}@Vehicle @B not on clear}
@ListItem{@Defense: + @Blue |.5c @Spotting: -1}
@ListItem{@Inf may move 1 hex, @B not if @Cap Slow, /.2c @B not on road, @B not in @I harsh terrain}
@RawEndList}
@ListItem{@B Hidden Action @Rule 9.11.1
@BulletList
gap {.6v}
@ListItem{@Defense: + @Blue |.5c @Spotting: -2}
@ListItem{@Attack: -1 @Weakest die @AAttack}
#@ListItem{@Attack: @AAttack (-1 @Weakest @Attack die)}
@RawEndList}
@ListItem{@B Ambush Action @Rule 9.11.2
@BulletList
gap {.6v}
@ListItem{@Defense: + @Blue |.5c @Spotting: -2}
@ListItem{@Attack: +@Suppress |.2c @Defense: -1 @Weakest die}
@RawEndList}
@EndList
} } }
def @CInfantry { @VCard {
@CCHeader{Infantry Specific Movements @Rule 9.7}
/.1c @Display 9p @Font {
@BulletList
gap {1.6v}
@ListItem{@B Digging In @Rule 9.7.1
@BulletList
gap {.6v}
@ListItem{@B not in fortifications, -1 @Weakest @Defense die}
@ListItem{@Defense: + @Green when @ADugIn}
@RawEndList}
@ListItem{@B Reinforcing Position @Rule 9.7.2
@BulletList
gap {.6v}
@ListItem{mark @ANormal 2 @B adjacent units (2 @CMP)}
@ListItem{swap them, @B no @Harsh, @ADugIn stays}
@ListItem{1 unit is subject to @ReactionFire}
@RawEndList}
@ListItem{@B Smoke Cover @Rule 9.7.3 (max 4 @Sym slash hex)
@BulletList
gap {.6v}
@ListItem{-1 @MP @ANormal @Sym slash @AFast @Sym slash @AHide or @AAttack}
@ListItem{1 @B adjacent @Smoke +1 {@Sym slash} @Hit @Critical on @Green @Green}
@RawEndList}
@EndList
} } }
def @CTransportingUnits { @VCard {
@CCHeader{Transporting Units @Rule 9.10}
/.5c @Display 9p @Font {
@BulletList
@ListItem{@Armoured may transport @B 4 @Inf riders}
@ListItem{do not count units partial damage}
@ListItem{unloading triggers @ReactionFire}
@ListItem{ @B {Loading Units} @Rule 9.10.2
@BulletList
gap {.6v}
@ListItem{@B not in a @AFast @Sym slash @ADelayed @Sym slash @AImmobile @Sym slash @ASuppressed @Sym slash @AFallback @Vehicle}
@ListItem{move the unit in transport hex}
@RawEndList}
@ListItem{ @B {Dismounting Units} @Rule 9.10.3
@BulletList
gap {.6v}
@ListItem{unload into an empty adjacent hex}
@ListItem{marked with @AFast , @ADelayed if @Cap Slow or @I harsh}
@RawEndList}
@EndList
} } }
def @CTransportingArtillery { @VCard {
@CCHeader{Transporting Artillery @Rule 9.10}
/.3c @Display 9p @Font {
@BulletList
@ListItem{do not count units partial damage}
@ListItem{unloading triggers @ReactionFire}
@ListItem{@B {Loading Immobile Artillery} @Rule 9.10.4
@BulletList
gap {.6v}
@ListItem{@Arty may @B not be @ADelayed @Sym slash @ASuppressed @Sym slash @AFallback}
@ListItem{the @Vehicle moves into the @Arty hex @Sym ampersand is @ADelayed}
@RawEndList}
@ListItem{@B {Unloading Immobile Artillery} @Rule 9.10.5
@BulletList
gap {.6v}
@ListItem{@B not if the @Vehicle moved into a @I harsh terrain}
@ListItem{mark the @Vehicle with @ANormal if it did not move}
@ListItem{mark the @Arty with @ADelayed}
@RawEndList}
@EndList
} } }
def @COverrunningArtillery { @VCard {
@CCHeader{Overrunning Artillery @Rule 9.9.1}
/.1c @Display 10p @Font {
@BulletList
gap {.8v}
@ListItem{armoured @Tracked @Vehicle}
@ListItem{@B not while transporting, @B not in @I harsh terrain}
@ListItem{@B must use a @AFast}
@ListItem{@Arty @B unless marked @ASuppressed @Sym slash @AFallback @Sym slash @AFast @Sym slash @ADelayed :
@BulletList
gap {.6v}
indent {1v}
@ListItem{has 1 vertex facing change}
@ListItem{fire range 0 for @Free}
@ListItem{no dice mod, @Attack vs frontal armour}
@ListItem{apply @I Critical rules @Rule 10.8.1}
@RawEndList}
@ListItem{the @Vehicle is @I Immobilized, @I Suppressed /.5v or @I Destroyed in the last adjacent hex}
@ListItem{otherwise the @Arty is @I Destroyed}
@EndList
} } }
def @CCoverMovement { @VCard {
@CCHeader{Covering Fire @Rule 9.12}
@Display 8p @Font {
@BulletList
gap {.6v}
@ListItem{activate 2 @B adjacent units (2 @CMP) @LP with @ANormal @Sym slash @AFast @Sym ampersand @AFiring for the @B{F}ire @B{S}upport @B{U}nit}
#@ListItem{the @I{Firing unit} must have LOS to the @I{Reactiong unit}}
#@ListItem{add @I{Firing unit} @Strongest @Attack die to @I{Moving unit} @Defense}
@ListItem{@B{FSU} may @B once react to a @ReactionFire unit in LOS:
@BulletList
gap {.6v}
@ListItem{add @B FSU @Strongest @Attack die to @I{Moving unit} @Defense}
@ListItem{(next @Strongest @Attack if @Half or has @AAttack)}
@RawEndList}
@EndList
/1v
@CCHeader{Joint Fire @Rule 10.9.4}
@BulletList
gap {.6v}
@ListItem{mark 2 @B adjacent @Inf with @AFiring, cost 1 @CMP}
@ListItem{lead unit does the @Spotting and the @Attack roll}
@ListItem{support unit adds:
@BulletList
gap {.6v}
@ListItem{its @Strongest @Attack die}
@ListItem{its @B next @Strongest @Attack die if @AAttack or has @LOSH}
@ListItem{use @B stronger symbol of double if @Half}
@RawEndList}
@EndList
} } }
def @CInderctFire { @VCard {
@CCHeader{Indirect Fire @Rule 7.1}
@Display 10p @Font {
@BulletList
@ListItem{@Support units with @Ability {Indirect Fire}}
@ListItem{@B not from forest or multy-storey buildings}
@ListItem{@B ignore @Hindered hexes @Defense dice}
@ListItem{adjacent @InfArty @Sym slash @Ability Scout may spot for @Free :
@BulletList
indent {1v}
#@ListItem{spotting is a @Free action}
@ListItem{mark with @AAttack (if already @Sym arrowdblright @ANormal)}
@RawEndList}
@ListItem{against @Vehicle @Rule 7.1.2 :
@BulletList
indent {1v}
@ListItem{@Defense: + @Green}
@ListItem{pre-roll : keep @Hit @Sym ampersand @Critical dice then roll}
@ListItem{use @B flank @Defense, @B above if any @Critical}
#@ListItem{on @B critical result, use @B above @Defense instead of @B flank}
@ListItem{transporting units @Sym arrowdblright @Rule 10.11 FIXME}
@RawEndList}
@EndList
} } }
def @CDamageCritical { @VCard {
@CCHeader{Range Fire Results @Rule 10.8}
@Display 8p @Font {
@BulletList
gap {.1v}
@ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2}
@ListItem{if any @Suppress remains mark the unit with @ASuppressed:
@BulletList
gap {.1v}
indent {1v}
@ListItem{fallback @AFallback if marked with @ADelayed}
@ListItem{if already @ASuppressed:
@BulletList
gap {.1v}
indent {1v}
@ListItem{@Inf are marked with @AFallback}
@ListItem{@Arty and @AImmobile @Vehicle are @Eliminated}
@RawEndList}
@RawEndList}
@ListItem{for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue}
@ListItem{on any success @AImmobile @Vehicle are @Eliminated}
@RawEndList
#for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue
#@LP on any success @AImmobile @Vehicle are @Eliminated
#@LP @Tbl
|| @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat { @Cell A | @Cell B | @Cell C | @Cell D }
bformat { @Cell | @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan }
{
@Rowa
paint {@HeaderPaint}
B {@Inf} C {@Arty} D {@Vehicle}
@Rowa A {@Suppress} B {@Sym arrowdbldown} C {@Sym arrowdbldown} D {@ASuppressed @Sym arrowdown}
@Rowa A {@Hit} B {@Suppress @Sym arrowdown} C {@Suppress @Sym arrowdown} D {@AFallback @Sym arrowdown @Sym arrowdown}
@Rowa A {@Critical} B {@AFallback @Sym arrowdown} C {@Sym arrowdbldown} D {@AImmobile @Sym arrowdown}
@Rowb A {@Eliminated}
}
#@LP if already marked, follow the @Sym arrowdown
} } }
def @CRangeFireAttack { @VCard {
@CCHeader{Range Fire Attack @Rule 10.9}
@Display 10p @Font { /.3c | @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat { @Cell A | @Cell B | @Cell C }
bformat { @StartVSpan @Cell A | @Cell B | @Cell C }
cformat { @VSpan | @StartHSpan @Cell B | @HSpan}
{
@Rowa
paint {@HeaderPaint}
A {@Attack} B {attacker} C {target}
@Rowb A {+ @Blue} B {@Veteran @Elite}
@Rowa A {+ @Suppress} B {@AAmbush} C { @Recruit }
@Rowa A {- @Weakest} B {@AHidden @AAttack}
} /.2v | @BulletList
@ListItem{@Half : @SingleSuccess}
@ListItem{failed @Spotting:
@BulletList
gap {.5v}
@ListItem{@SingleSuccess, no @Critical}
@ListItem{@Half: @Sym numbersign attack dice @Sym slash 2 @Sym arrowup}
@RawEndList}
@ListItem{Joint Fire @B FSU adds its:
@BulletList
gap {.6v}
@ListItem{@Strongest @Attack die}
@ListItem{@AAttack @Sym slash @LOSH: @B next @Strongest}
#@ListItem{@Half : @SingleSuccess}
@RawEndList}
@EndList
} } }
def @CRangeFireDefense { @VCard {
@CCHeader{Range Fire Defense @Rule 10.10}
@Display 10p @Font { /1v
@Bullet @Defense: terrain + cumulative @LOSH
@LP | @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat { @Cell A | @Cell B | @Cell C }
bformat { @StartVSpan @Cell A | @Cell B | @Cell C }
cformat { @VSpan | @StartHSpan @Cell B | @HSpan}
{
@Rowa
paint {@HeaderPaint}
A {@Defense} B {attacker} C {target}
@Rowa A {+ @Green} B {@AFireMove @LP @AMoveFire} C {@ASuppressed @InfArty @LP @ADugIn @Inf}
@Rowb A {+ @Blue} B {@ATurret} C {@AFast @Vehicle @LP @AHide @AHidden @AAmbush @LP @Hardened @Veteran @Elite}
@Rowc B {@Sym slash @Smoke}
@Rowa A {- @Weakest} B {@AAmbush} C {@AFast @InfArty @LP @ADigIn @Inf}
}
} } }
def @CFireAtTransport { @VCard {
@CCHeader{Firing at Transport @Rule 10.11}
@Display 9p @Font {
@BulletList
@ListItem{@B{Firing at Tank Riders} @Rule 10.11.1
@BulletList
gap {.6v}
@ListItem{the vehicle is @B not affected}
@ListItem{use @B unit inherent defense dice, @B no terrain dice}
@ListItem{on @Suppress @Sym slash @Hit @Sym slash @Critical @Sym arrowdblright @B Emergency}
@RawEndList}
@ListItem{@B{Firing at Transport} @Rule 10.11.2
@BulletList
gap {.6v}
@ListItem{on @Suppress @Sym slash @Hit @Sym slash @AImmobile @Sym arrowdblright @B Emergency}
@ListItem{on @Critical @Eliminated @Sym arrowdblright @B Emergency
@BulletList
gap {.6v}
@ListItem{@B each transported unit suffers @B{1 damage} point}
#@ListItem{apply @B {Emergency Disembark}}
@RawEndList}
@RawEndList}
@ListItem{@B{Emergency Disembark} @Rule 10.11.3 @Free actions
@BulletList
gap {.6v}
@ListItem{into @Sym emptyset @B adjacent hexes @Sym ampersand trigger @ReactionFire}
@ListItem{if no possible move, the unit is @Eliminated}
@ListItem{marked @AFast , @ADelayed if @Cap Slow or in @Harsh}
@RawEndList}
@EndList
} } }
def @CCAttack { @VCard {
@CCHeader{Close Combat Attack @Rule 11.4}
/.5c @Display 8p @Font { || @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B }
bformat { @VSpan | @VSpan | @Cell A | @Cell B }
cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B }
{
@Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B }
A{@Veteran @Elite} B{+ @Blue}
@Rowa
A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest @LLP result}
@Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B }
ruleabovewidth { 1p }
X{@B First round only} A{close combat @I Support} B{1 re-roll}
@Rowa
A{@AAttack} B{lose @Weakest die}
@Rowc
ruleabovewidth { 1p }
X{@Attacker} A{crossing obstacle} B{lose @Weakest die}
@Row format {@VSpan | @VSpan | @Cell A | @Cell B }
A{@I Outflanked @LLP or @AImmobile @Vehicle} B{1 re-roll}
@Rowc
ruleabovewidth { 1p }
X{@Defender} A{@ASuppressed} B{@B cannot @LLP attack back}
@Rowb
A{@I Activated} B{@SingleSuccess}
@Rowb
A{@I Activated @LLP @Sym ampersand @Half} B{lose @Weakest die}
} } } }
def @CCDefense { @VCard {
@CCHeader{Close Combat Defense @Rule 11.5}
/.2c @Display 8p @Font { || @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B }
bformat { @VSpan | @VSpan | @Cell A | @Cell B }
cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B }
{
@Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B }
B{ @Strongest terrain @LLP @B or fortification dice}
@Rowa
A{@Hardened @Veteran @Elite} B{+ @Blue}
@Rowa
A{@Arty} B{@Weakest @Defense dice}
@Rowa
A{@Vehicle} B{@B no terrain}
@Rowa
A{@Vehicle vs @Vehicle} B{@B frontal armour}
@Rowa
A{@Inf vs @Vehicle} B{@Weakest armour}
@Rowa
A{@Vehicle @AImmobile} B{@B rear armour @LLP @B First round as well}
@Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B }
ruleabovewidth { 1p }
X{@B First round only} A{@I Support} B{1 re-roll}
@Rowc
X{@Attacker} B{@Weakest terrain dice}
@Rowb
A{@AFast} B{lose @Weakest dice}
@Rowc
ruleabovewidth { 1p }
X{@Defender} B{@Strongest terrain @LLP @B and fortification dice @LLP @Sym arrowdown @I flank @B{@Sym arrowdown @Sym arrowdown} @I rear}
@Rowb
A{@Vehicle vs @Vehicle} B{@B facing armour}
} } } }
def @CCResult { @VCard {
@CCHeader{Close Combat Damage @Rule 11.5.4}
@Display 8p @Font {
@BulletList
gap {.3v}
@ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2}
@ListItem{during @B First round, all units ignore 1 @Suppress}
@ListItem{any uncancelled @Suppress : @AFallback, mark the other unit @ANormal}
@ListItem{each uncancelled @Critical : reduce @Half}
@ListItem{if 1 unit is @Eliminated, mark the other unit @AFast}
@ListItem{@ADugIn stays if the unit wins the close combat}
@EndList
/1v
@CCHeader{Voluntary Withdrawal @Rule 11.5.6.1}
@BulletList
gap {.3v}
@ListItem{other player execute a final close combat attack}
@ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective}
@ListItem{the other unit is marked @ANormal}
@EndList
} } }
def @CCSpecial { @VCard {
@CCHeader{Close Combat Transport @Rule 11.8}
@Display 8p @Font {
@BulletList
gap {.3v}
@ListItem{may attack each transported units :
@BulletList
@ListItem{range @B 0 @Strongest die @I vs rinted @Defense dice}
@RawEndList}
@ListItem{then execute an @B{Emergency Disembark} @Rule 10.11.3}
@EndList
/1v
@CCHeader{Desperate Attack @Rule 11.9}
@BulletList
gap {.3v}
@ListItem{other player execute a final close combat attack}
@ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective}
@ListItem{the other unit is marked @ANormal}
@ListItem{each round, @Inf vs @Vehicle may:
@BulletList
gap {.3v}
@ListItem{@Vehicle counter attack is resolved as normal}
@ListItem{@Inf @Green vs @Vehicle @Blue, @Green if @B first @Sym ampersand @Inf @AFast :
@BulletList
gap {.3v}
@ListItem{on @B double success : @AImmobile + 1 @Hit}
@ListItem{on @Critical @Sym slash @Hit : @AImmobile}
@ListItem{on @Suppress: @Suppress @Sym ampersand must @B Withdraw}
@RawEndList}
@RawEndList}
@EndList
} } }
# FIXME : dice values & units quality
@Document
@InitialSpace { lout }
//
@Text @Begin
@LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ?
@Display @CEndOfTurn
@Display @CSpotting
@Display @CMinefields
@Display @CMovements
@Display @CHide
@Display @CInfantry
@Display @CTransportingUnits
@Display @CTransportingArtillery
@Display @COverrunningArtillery
@Display @CCoverMovement
@Display @CInderctFire
@Display @CRangeFireAttack
@Display @CRangeFireDefense
@Display @CDamageCritical
@Display @CCAttack
@Display @CCDefense
@Display @CCResult
@Display @CCSpecial
@Display @CFireAtTransport
@Display @CSandbags
@Display @CPillbox
@Display @CTrenches
@Display @CGunposition
@Display @CBunker
# @Inf @Arty @Wheeled @Tracked
@End @Text
|