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# encoding : iso-8859-1
#
@Include{ rulesdoc }
@SysInclude{ diag }
@SysInclude{ tbl }
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
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