summaryrefslogtreecommitdiffstats
path: root/DDayAtOmahaBeach/DDayOmaha.lou
blob: 1a14dbfe50bdc74f484449423c41418e131059ef (plain)
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
# 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 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 { no } @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
@End @SubSection
@SubSection @Title {US attack} @Begin
@LLP
@Include{ us_attack.lou }
@LLP @LLP #@LLP
@End @SubSection
@SubSection @Title {US Weapons} @Begin
@LLP
@Include{ us_weapons.lou}
@End @SubSection
@EndSubSections
@End @Section

@EndSections

@End @Text