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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 @Nondisrupted { @POrange Non-disrupted}
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 @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 }

@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 @I 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 @I beach hex.}
    @RawEndList
}
@ListItem{HQs and Generals
    @BulletList
    @ListItem{do not check for landing hazard.}
    @ListItem{if stacked with a unit, may drift 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{@B {Turn  7+} : that lands on a @I beach hex with @I {Uncleared Beach Obstacles}.}
@ListItem{@B {Turn 16+} : that pass through a @I beach hex with @I {Uncleared Beach Obstacles}.}
@ListItem{@B {Turn 23+} : none, all obstacles are considered cleared.}
@EndList
@LP
within the possible targets, remove @PRed {1 step} from a unit, if none, delay an HQ (not General) for @B @Turns {2}. # FIXME : improve this sentence.
@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 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

#@BeginSubSections
@LP
@BulletList
@ListItem{Us units (not Generals) controls their hex, US Infantry @Sym ampersand tanks also control their 6 adjacent hexes.}
@ListItem{Us units on high ground control adjacent hexes on @I 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, @I beach or @I pavillon adjacent to the beach.}
@ListItem{An occupied @I Reinforcement position may trace a path through one adjacent US controlled @I bocage hex.}
@ListItem{German communication is established at the beginning of the German Fire phase.}
@EndList

#@SubSection @Title {On adding Depth marker to a German unit} @Begin
@BulletList
#@ListItem{A german unit must be in communication in order to receive a @Depth marker.}
@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 2+ units are equidistant : 1 hex WN position @Sym arrowright 2 hexes WN position @Sym arrowright @I Reinforcement position.}
#@ListItem{If 2+ units are equidistant choose the unit:
#    @BulletList
#    @ListItem{in a 1 hex WN position.}
#    @ListItem{in a 2 hexes WN position.}
#    @ListItem{in a @I Reinforcement position.}
#    @RawEndList
#}
@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
#@End @SubSection
#@SubSection @Title {On adding Reinforcement} @Begin
@BulletList
@ListItem{@PBlue @I Reinforcement can be placed face down in a numbered empty @PBlue @I Reinforcement position, in communication:
    @BulletList
    @ListItem{adjacent to a US unit @Sym arrowright lowest numbered position.}
    @ListItem{within 2 hexes of a US unit @Sym arrowright lowest numbered position.}
    @ListItem{with the lowest number.}
    @RawEndList
}
#@ListItem{@I Reinforcement are taken from the @I {Tactical Reinforcement Pool} and placed without a @Depth marker.}
#@ListItem{When @I {Tactical Reinforcement Pool} is empty, pick from @I {Division Reinforcement} with a @Depth marker.}
@ListItem{Draw units from the @I {Tactical Pool} without a @Depth marker @Sym arrowright @I{Division Pool} with @Depth marker.}
@ListItem{When triggered by a play @B event, @PBlue @I Reinforcement cannot be placed on a position without an ID.}
@ListItem{When triggered by a WN @Depth marker, choose the nearest @PBlue @I Reinforcement position even without a number.}
    # closest to US -> lowest number
    # only Tactical reinforcement, if empty -> none
@ListItem{On @I {Kampfgruppe Meyer} event : 4 units and 2 @Depth @Sym arrowright @I {Division Reinforcement} and @I Mobile @Depth.}
@EndList
#@End @SubSection

#@EndSubSections

@End @Section

################################################################################

@Section @Title {German Actions @Ext} @NewPage { yes } @Begin

@LP
@Include{ german_actions.lou}
@LP @LP
@BulletList
@ListItem{@PPurple RE-OCCUPY : with a random previously eliminated WN unit(s) without artillery.}
@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, with target, in communication.
    @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 : place @I Reinforcement + @Depth if @B VP @I position or target in @IncludeGraphic "imgs/intense.eps" or @IncludeGraphic "imgs/steady.eps" field of fire.}
@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 @I beach and adjacent @I pavillon hexes.}
    @RawEndList
}
@ListItem{@PPurple PATROL : place a @Disrupted markers on every US unit in intense and steady field of fire.
    @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 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 garrisoned)  position and either:
        @BulletList
        @ListItem{there is no US units in the field of fire.}
        @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 @Nondisrupted 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
}
@ListItem{@PPurple AMBUSH : 1 unit of any type with matching @B {sym}bol is ambushed, closest @Sym arrowright more steps.}
@EndList
@Place
x{right-xsize+.2c}
y{foot+ysize+.8c}
{
    @IncludeGraphic "imgs/advance.eps"
}

@End @Section

################################################################################

@Section @Title {German Fire} @NewPage { yes } @Begin
@BulletList
@ListItem{@I Disrupted units may not fire.}
@ListItem{On double symbol, at least 1 unit in the positions must have a @I Depth marker.}
@ListItem{@I {@Sym numbersign Possible hits} : @Sym numbersign @I Depth markers + @Sym numbersign German units (with or without @I Depth marker) @Ext x2.}
@ListItem{@I {Armor hit bonus} : Armor are considered as @PBlue Non-armored units.}
#@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals in @IncludeGraphic intense.eps or @IncludeGraphic steady.eps field of fire may be hit.}
@ListItem{@I {Leader hit bonus} : Heroes, HQs and Generals may be hit, not @I Disrupted.}
@ListItem{@I {Concentrated target} : 5+ steps stacked together are considered to have matching @B{sym}bol.}
@ListItem{@I {Target priority} within field of fire : closest to the firing position @Sym arrowright most steps  @Sym arrowright player choice.}
@EndList
#@LP
#@Include { german_fire.lou }
#@LP @LP
@BulletList
@ListItem{US units lose @Step @B {max}, hit them before @I Leaders (regardless of the field of fire type).}
@ListItem{@Ext : the above limit changes to : @Step @B max by position firing at the US unit.}
@ListItem{Hit HQs are delayed @Turns {2}, and have to re-enter via @I beach landing.}
@ListItem{@Ext : Hit @I {Command Posts} reverts to an HQ unit.}
@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.}
@EndList
@BulletList
@ListItem{Remove @I Disrupted markers from the german units that were prevented from firing.}
@EndList
@End @Section

################################################################################

@Section @Title {German Artillery} @NewPage { no } @Begin
@BulletList
@ListItem{Count @Nondisrupted caliber matching Artillery in @B Sector's WN positions and Artillery Box.}
@ListItem{A unit with the matching @B {sym}bol will lose @Step.}
@ListItem{@I {Target priority} (most steps within the above):
    @BulletList
    @ListItem{An infantry unit in a @I {Landing Box}.}
    @ListItem{A non-infantry unit in a @I beach hex.}
    @ListItem{A non-infantry unit in a @I {Landing Box}.}
    @ListItem{An infantry unit in a @I beach hex.}
    @RawEndList
}
@EndList
@End @Section

################################################################################

@Section @Title {US Actions} @NewPage { no } @Begin
@BulletList
@ListItem{Each unit can conduct at most @B 1 action per turn.}
@ListItem{You may conduct @B 2 (@Ext 3) actions per @B Sector with units or stacks of units.}
@ListItem{And conduct @B free actions with :
    @BulletList
    @ListItem{@I ranger infantry units.}
    @ListItem{Units with a @I Hero or @I Inspired marker.}
    @ListItem{HQs and Generals.}
    @ListItem{Units stacked with or adjacent to an HQ or General that has @B{not moved yet}.}
    # @ListItem{Units with a @I Climb or @I {Climb Cliff} marker may continue their action.}
    @RawEndList}
@ListItem{@I Disrupted units remove their @I Disrupted marker for @B free as their only possible action.}
@ListItem{@B Stacking limit is @B {2 units} per hex, HGs 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 { yes } @Begin
@BulletList
@ListItem{Infantry move for @B free from a @I 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 @I intense field of fire.}
@ListItem{@Ext : infantry, rangers move 2 hexes, must stop in @I bocage (not road), @I intense and @I steady field of fire.}
@ListItem{@Ext : infantry and rangers need 1 less step to climb @I {Scaleable Cliff} or @I Bluff hexside.}
@ListItem{To cross a @I {Scaleable Cliff} hexside, add a @PBlue {climb cliff} marker on the infantry without moving it.}
@ListItem{To cross a @I Bluff hexside, add a @PBlue climb marker on the infantry (not the @I Leaders) and cross.}
@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 adjacent to and in the field of fire of a German position, to a similar hex.
    @BulletList
    @ListItem{Draw 1 card, respect @I Depth marker condition, but not @I {Concentrated target} after the move.}
    @ListItem{Lose @Step on matching @B color and @B{sym}bol.}
    @ListItem{On step loss, may complete the move or stay in the starting hex.}
    @ListItem{HQ and Generals may not attempt to infiltrated on their own.}
    @ListItem{Draw 2 cards if infiltrating past 2+ German positions.}
    @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{Each unit participating to the attack must conduct an action.}
@ListItem{An attack must at least include 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 adjacent infantry across a @PBlue bluff or @PBlue cliff hexside.}
# 8.12 ??
#@ListItem{@B {Heavy infantry} may attack across a bluff or cliff hexside if another infantry unit is attacking from an adjacent hex through an allowed 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 attacking infantry at any range.}
    @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.}
    @RawEndList
}
#@ListItem{An Artillery in range but not adjacent to the target can support if it is:
@ListItem{An @B Artillery may support the attack if it is:
    @BulletList
    @ListItem{in range but not adjacent to the target.}
    @ListItem{in command of an HQ that is also in command of attacking infantry at any range.}
    @ListItem{not in the field of fire of the attacked hex, unless it is @I armored.}
    @RawEndList
}
@ListItem{A @B {Naval fire}, may support if 1 attacking infantry at any range has a radio or is in command of an HQ.}
@ListItem{@I {@B FL Flanking} : requires attacking from two hexes that are adjacent to the target but not to each other.}
@ListItem{@I {@B FL Flanking} : if the unit and @I Depth marker require it, the attack must be conducted from 3+ hexes.}
@ListItem{@I Heroes from adjacent hex can provide 1 weapon (not @B FL) or a +1 to the attack, @B {not cumulative}.}
@ListItem{An infantry in command of an HQ, attacking from an adjacent hex is considered having a radio @B RD.}
@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 units of the 352 @Sup th (Grey{@Char slash}Brown) @I withdraw in @I {Division Reinforcement Box} instead of being @Eliminated.}
@ListItem{@Eliminated : 352 @Sup th units (Grey{@Char slash}Brown) 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.

@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 field of fire of the poisition.}
    @ListItem{an @Nondisrupted infantry is in the field of fire.}
    @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 above conditions are met :
@ListItem{An @B Artillery can barrage as a @B tank can if all the following conditions are met :
    @BulletList
    @ListItem{if not armored, it can't be in a field of fire.}
    @ListItem{it is in command of an HQ or a CP.}
    @ListItem{it is in the field of fire of the target or an @Nondisrupted infantry in command of the same HQ or CP is.}
    @RawEndList
}
@ListItem{In the later case, the @B artillery or the infantry must be in command of an HQ or a General.}
@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 @Nondisrupted infantry unit is in the field of fire of the targeted German hex.}
    @ListItem{it has a radio or it's in command of an HQ.}
    @RawEndList
}
@ListItem{For @B free, place a @I 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 fiels of fire of an activated German position.
    @BulletList
    @ListItem{Turn 2-6 : clear at most @B 2 hexes.}
    @ListItem{Turn 7-15 : clear at most @B 1 hex.}
    @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,
only if not in the field of fire of an @I occupied or in communication German position.}
#@ListItem{Establish 1 base per Sector, in a beach hex not in field of fire of an @I occupied or in communication position.}
@ListItem{Engineer base under German @B artillery may not @B advance or provide @B{Traffic management}.
    @BulletList
    @ListItem{@B Garrison each @I unoccupied position, not in the field of fire 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 froo if they begin their move in a @I beach or @I pavillon or @I draw hex.}
    @RawEndList
}
@EndList

@End @Section

################################################################################

@Section @Title {US Command Posts @Ext} @NewPage { no } @Begin

@BulletList
@ListItem{You may flip an HQ to it's @B {Command Post} side if not in the field of fire of an @I occupied or in @I communication German position.}
@ListItem{A @B {Command Post} not in the field of fire of an @I occupied position, may @B advance and @B provides it it's range:
    @BulletList
    @ListItem{free actions.}
    @ListItem{radio.}
    @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 attack} @NewPage { yes } @Begin
@LLP
@Include{ us_attack.lou }
@LLP @LLP @LLP
@End @SubSection
@SubSection @Title {German Defense} @Begin
@LLP
@Include{ german_defense.lou }
@LLP @LLP @LLP
@End @SubSection
@SubSection @Title {US barrage} @Begin
@LLP
@Include{ us_barrage.lou }
@LLP @LLP @LLP
@End @SubSection
@SubSection @Title {US Weapons} @Begin
@LLP
@Include{ us_weapons.lou}
@End @SubSection
@EndSubSections
@End @Section

@EndSections

@End @Text