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@Use { @OrdinarySetup }
@SysDatabase @FontDef { fontdefs }
@SysDatabase @RefStyle { refstyle }
def @Title right x { /.1c |1c 8p @Font @B {x}}
# 65mm x 89mm
def @HCard right x { 90d @Rotate black @Colour @CurveBox 8.9c @Wide 6.5c @High black @Colour { x } }
def @VCard right x { black @Colour @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Colour { x } }
def @Red {rgb .8 .1 0}
def @GCol {rgb .49 .48 .51}
def @ACol {rgb .51 .56 .28}
def @VCol {rgb .3 .07 .81}
def @VS { @VCol @Colour @Box margin {1p} paint {@VCol} white @Color 2P }
def @GS { @GCol @Colour @Box margin {1p} paint {@GCol} white @Color GS }
def @AS { @ACol @Colour @Box margin {1p} paint {@ACol} white @Color AS }
#def @Allied { @ACol @Colour @B Allied }
#def @German { @GCol @Colour @B German }
def @AlliedGS { 7p @Font @GCol @Colour @Box margin {.5p} paint {@GCol} white @Color Allied}
def @GermanGS { 7p @Font @GCol @Colour @Box margin {.5p} paint {@GCol} white @Color German}
def @Allied { Allied }
def @German { German }
def @Day right x { white @Colour @Box margin {1p} paint {@Red} white @Colour x }
def @A { white @Colour @Box margin {1p} paint {@ACol} A }
def @G { white @Colour @Box margin {1p} paint {@GCol} G }
#def @Atk { white @Colour @Box margin {1p} paint {rgb .75 .22 .17} A }
#def @Def { white @Colour @Box margin {1p} paint {rgb .15 .68 .37} D }
def @Atk { {rgb .82 .32 .1} @Colour @CurveBox margin {1p} black @Colour A }
def @Def { {rgb .16 .65 .35} @Colour @CurveBox margin {1p} black @Colour D }
def @Bracked { @B{[}{unit}@B{]} }
def @City { @I City{@Char slash}@I Town}
def @Asc {@Ding a76 @Sym numbersign}
def @Desc {@Ding a77 @Sym numbersign}
def @Roadblocks { @VCard {
@Title {@GS @B Roadblocks}
/.3v
@BulletList
@ListItem{the hex is considered empty}
#@ListItem{it only @B impacts German units:
@ListItem{it has the following @B effects on @German units:
@BulletList
@ListItem{it @B blocks move{@Sym slash}advance, @I Proximity, @I Supply}
@ListItem{it @B stops adjacent move{@Sym slash}advance if @B connected to it by a @B Road}
@ListItem{@I{Strategic Move} adjacent or would trigger check @B not allowed}
@RawEndList}
@EndList
/.2v
@BulletList
@ListItem{once per @Underline Activation, @B place a @I Roadblock on a roll @Sym lessequal @B HV
/.3v when a @German unit moves{@Sym slash}advance into a hex @B adjacent to :
@TaggedList
@TagItem{@Bullet}{an empty @I Position, in @Allied @I Supply, on a @B Road hex}
@TagItem{@Bullet}{not a @German @City or adjacent to a @German unit}
@TagItem{@Star}{if @B HV < @B 5 : not in @Allied @B ZOC}
@TagItem{@Star}{if @Day 20+ : only if @B VP}
@RawEndList}
@EndList
/.2v
@BulletList
@ListItem{@B remove a @I Roadblock when :
@BulletList
@ListItem{an @Allied unit @B enters its hex}
@ListItem{during @Underline{Supply Phase} it is @I{OutOfCom} with @German @B or @Allied}
@ListItem{during @Underline{@German Activation} it is @B adjacent to an active unit :
@TaggedList
@TagItem{@Star}{if in @I Supply or @B VP, replace it on a roll @Sym lessequal @B HV
@BulletList
@ListItem{with an @Allied reserve or then @I{OutOfContact}}
@ListItem{@B same as closest unit : @I division @Sym arrowdblright @I corps @Sym arrowdblright @I army, @B lowest @Char numbersign}
@RawEndList}
@RawEndList}
@RawEndList}
@EndList
/.2v
@BulletList
@ListItem{@B {check priority} : highest @B HV @Sym arrowdblright @B westernmost}
@EndList
} }
def @Reserve { @VCard {
@Title {@GS Allied Reserve Deployment}
/.3v
@BulletList
@ListItem{@B never in @German @City, @B never in danger of @I Surround}
@ListItem{@B @Underline {Method A} @Day 16+ @Asc @I Reserve then @Day 18+ @Asc @I OutOfContact
@BulletList
@ListItem{within the @I corps boundaries}
@ListItem{empty @I Position, in @I Supply were it occupied}
@ListItem{@I Proximate to a @German unit}
@ListItem{not in @Allied @B ZOC unless:
@BulletList
@ListItem{@B HV is @B 5+ @B or deployment fixes @I OutOfCommunication}
#@ListItem{@B or deployment fixes @I OutOfCommunication}
@RawEndList}
@RawEndList /.4v}
@ListItem{@B @Underline {Method B} @Day 18+ @Asc @I Reserve
@BulletList
@ListItem{@B first with @B{same division} unit, in @I Supply, in @I Communication}
@ListItem{@B then within the @I corps boundaries
@BulletList
@ListItem{empty @I Position, in @I Supply were it occupied}
@ListItem{within @B 3 hexes of a @Allied unit in the @B {same army}}
@ListItem{within @B 4 hexes of a @German unit}
@RawEndList}
@RawEndList /.2v}
@ListItem{@B {tie breaker} :
@BulletList
@ListItem{@B first within @B 3 hexes @B same @I division @Sym arrowdblright @I corps @Sym arrowdblright @I army}
@ListItem{@B then highest @B HV @Sym arrowdblright westernmost @Sym arrowdblright closest to @German}
@RawEndList}
@ListItem{@B @Underline {OutOfContact} :
@BulletList
@ListItem{not @I Dispersed, not @I Isolated in @I Communication and either is:
@BulletList
@ListItem{not @I Proximate and it's removal would not create a @B GAP}
@ListItem{not @I Surrounded, @B lowest @Char numbersign in a @B 5+ steps or @B 8+ points stack}
@RawEndList}
@RawEndList}
@EndList
} }
def @States { @VCard {
@Title {@GS @VS Unit States}
/.4v
@BulletList
# gap {0.4v}
# @ListItem{@B @Underline @B Supply : road from map edge + @B 4 hexes not through enemy :
# @BulletList
# @ListItem{@I Roadblock, @I Bridge, @City, unit and unoccupied @B ZOC}
# @ListItem{if crossing an @I River, the path is limited to @B 1 hex}
# @ListItem{@I Westwall @B blocks @Allied @I Supply unless occupied}
# @RawEndList}
@ListItem{@B @Underline @Bracked :
@BulletList
@ListItem{may @B not attack on it's own}
@ListItem{does @B not add to chit draw when attacking}
@ListItem{@B {no ZOC} unless stacked, in @City, @German in @I Westwall}
@RawEndList /.6v}
@ListItem{@B @Underline Dispersed :
@TaggedList
@TagItem{@Bullet}{has @B{no ZOC}}
@TagItem{@Bullet}{may @B not move, attack, advance after combat or build an @B IP}
@TagItem{@Bullet}{may retreat @B {only 1} hex (alos applies to units stacked with it)}
@TagItem{@Star}{if all defending units are @I Dispersed :
@BulletList
@ListItem{@Atk may disregard @B{1 hit}}
@ListItem{@Def may @B not use @I CombatTactic, @Allied do @B not draw a card}
@RawEndList}
@TagItem{@Bullet}{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve} # https://boardgamegeek.com/thread/2152674/article/31279171#31279171
@RawEndList /.6v}
@ListItem{@B @Underline OutOfFuel :
@BulletList
# https://boardgamegeek.com/thread/1451035/article/28979783#28979783
@ListItem{may @B not attack, move, retreat, advance, deploy from @I Reserve}
@ListItem{@Atk may disregard @B{1 hit}}
@ListItem{@B cumulative with @I LowSupply and @I OutOfSupply}
@ListItem{do @B {not cumulate} with @I Isolated, the card is still discarded}
@RawEndList}
@EndList
} }
def @SupplyStates { @VCard {
@Title {@GS @VS Supply States}
/.3v
@BulletList
@ListItem{@B @Underline LowSupply :
@BulletList
@ListItem{@B no @I CombatTactic may be played in that unit's support.}
@ListItem{may @B not receive @I Replacements}
@ListItem{@German : may @B not @B exit the map}
@ListItem{@AlliedGS : may @B not lead an @B attack}
@RawEndList /.4v}
@ListItem{@B @Underline OutOfSupply @I LowSupply + :
@BulletList
@ListItem{may @B not @B attack or build an @B IP}
@ListItem{if @I mechanized may move @B {only 1} hex}
@ListItem{@I OutOfSupply only : @Atk @B +1 @I CombatChit, @B {disregard 1} hit}
@RawEndList /.4v}
@ListItem{@B @Underline Isolated @I OutOfSupply + :
@BulletList
@ListItem{has @B {no ZOC} (even if in @City)}
@ListItem{@I mechanized may @B not move or retreat}
@ListItem{@I infantry may move or retreat @B {only 1} hex :
@BulletList
@ListItem{may @B {not exit} an enemy @B ZOC}
@ListItem{may @B {not enter} enemy @City or cross enemy @I Bridge}
@ListItem{@Allied : may @B {not enter} an empty @I Westwall hex}
@RawEndList}
@ListItem{does @B not affect the placement of enemy @I Reserve unit}
@ListItem{@AlliedGS : @I Isolated @I OutOfContact can't be taken as @I Reserve.}
@ListItem{@I Isolated only : @Atk @B +2 @I CombatChits, @B {disregard all} hits}
@RawEndList}
@EndList
} }
def @CombatTacticsGS { @VCard {
@Title {@GS Combat Tactics}
/.3v
@BulletList
@ListItem{@B Airpower @Sym slash @B Artillery : linked to @I {Combat Chit}}
@ListItem{@B @Atk @B {Assault Coordination} : inactive adjacent stacks may attack}
@ListItem{@A @Def @B {Bug Out}
@BulletList
@ListItem{@Day 16-18 odds are @Sym greaterequal 3:1 and @I HoldCheck fail : /.2v retreat @B 2 hexes, not @I Dispersed, @Atk may advance}
@ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move @B highest @Char numbersign unit /.2v into the nearest empty in @I Supply not @I Proximate @I Position}
@RawEndList}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
@ListItem{@Atk : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
@ListItem{@Def : place an @B IP if possible unless @I {Combat Engineer}}
@RawEndList}
@ListItem{@A @B {Corps Artillery} : like @I Artillery @B and draw a second card}
@ListItem{@G @B {Fixed Artillery} : @I Artillery within @B FAR from a @I Westwall}
@ListItem{@G @Atk @B {Inf Infiltration} : +@I Flanked (not in @City), -@B{1 hex}}
#@ListItem{@G @B {Infantry Infiltration} : attacker only, a non-City is considered @I Flanked, the attack is not considered a @B 1 hex attack}
@ListItem{@B {Panzer{@Sym slash}Tank Battalion} : @B +1 strength, + @I Armor}
@ListItem{@G @Atk @B {Press the Attack} : @Sym emptyset effects}
@ListItem{@B {Reinforce Battle} : @B 1 stack that did not attack or move in the current @I Activation may move and participate in the combat
@BulletList # FIXME @I Roadblocks & Bridges
@ListItem{@Allied : stack with @B lowest {@Char numbersign}, preserve @B Line, protect @B VP}
@ListItem{@German @Def : reinforcing strength @Sym lessequal defending}
#@ListItem{@B @Allied : select the stack with @B lowest numbered units, preserving line and protecting VP hexes takes priority}
@RawEndList}
@ListItem{@A @Def @B Screen : max @I {Combat Chit} @B-2}
@EndList
} }
def @CombatTacticsVS { @VCard {
@Title {@VS Combat Tactics}
/.7v
@BulletList
gap {1v}
@ListItem{@B Airpower @Sym slash @B Artillery : linked to @I {Combat Chit}}
@ListItem{@B @Atk @B {Assault Coordination} : inactive adjacent stacks may attack}
@ListItem{@A @Def @B {Bug Out} : retreat @B 2 hexes, not @I Dispersed, /.2v @Atk may advance}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
@ListItem{@Atk : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
@ListItem{@Def : place an @B IP if possible unless @I {Combat Engineer}}
@RawEndList}
@ListItem{@A @B {Corps Artillery} : like @I Artillery @B but reshuffle if not empty}
@ListItem{@G @B {Fixed Artillery} : @I Artillery within @B FAR from a @I Westwall}
@ListItem{@G @Atk @B {Inf Infiltration} : +@I Flanked (not in @City), -@B{1 hex}}
#@ListItem{@G @B {Infantry Infiltration} : attacker only, a non-City is considered @I Flanked, the attack is not considered a @B 1 hex attack}
@ListItem{@G @B {Panzer Battalion} : @B +1 strength, + @I Armor}
@ListItem{@G @Atk @B {Press the Attack} : @Sym emptyset effects}
@ListItem{@B {Reinforce Battle} : @B 1 stack that did not attack or move in the current @I Activation may move and participate in the combat}
@ListItem{@A @Def @B Screen : max @I {Combat Chit} @B-2}
@ListItem{@A @B {Tank Battalion} : @B +1 strength, + @I Armor}
@EndList
} }
def @CombatChits { @VCard {
@Title {@GS Combat Tactics @Char ampersand Chits}
@BulletList
@ListItem{@Atk {@Sym ampersand} @Def : must have 1+ in @I Supply @B not @I Dispersed unit}
@ListItem{@German @Atk : @Char numbersign @I Tactics {@Sym slash} Activation @B @Sym lessequal card @I CommandValue}
@ListItem{@German @Def : @B 1 @I CombatTactic ... @B VDH @Atk @Char slash @Def : @Sym emptyset}
@ListItem{@Allied : draw @B {1 card} for @I CombatTactic if @Atk or unless :
@BulletList
@ListItem{@Def if card's @B{formation matches} any defending unit @B and /.2v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround :
@BulletList
@ListItem{add an @B {undetected defender} that @B matches the formation}
@ListItem{take it from @Asc @I Reserve @Sym arrowdblright @Asc @I OutOfContact}
@RawEndList}
@RawEndList}
@ListItem{@B min @I {Combat Chit} : @Char numbersign @Def @B steps}
@ListItem{@B max @I {Combat Chit} : @Char numbersign non-@Bracked @Atk @B units:
@BulletList
@ListItem{+1 for @B each @Atk @I CombatTactic}
@ListItem{+1 for @B each @Atk @B 3+ steps unit}
@ListItem{+1 if @B @Atk has @B Elit units}
@ListItem{+1 if the @Def are @I OutOfSupply}
@ListItem{+2 if the @Def are @I Isolated}
@ListItem{-2 if @Allied @Def played @I Tactic Screen}
@RawEndList}
@ListItem{@B{hit adjustments}:
@BulletList
@ListItem{@B {D-1} : @Def in @City, @B IP (remove it) or German in @I Westwall}
@ListItem{@B {A-1} : @Def are all @I Dispersed, @I OutOfSupply or @I OutOfFuel}
@ListItem{@B {A=@Sym emptyset} : @Def are all @I Isolated}
@RawEndList}
@EndList
} }
def @CombatResolution { @VCard {
@Title {@GS Combat Resolution}
@BulletList
@ListItem{@B evenly distribute step loss between units and hexes}
@ListItem{@Allied @B{step loss priority} : @Desc multi-step @Sym arrowdblright @Desc single-step}
@ListItem{@B {Allied @Def} (2 hexes retreat @Sym arrowdblright @I Dispersed) :
@BulletList
@ListItem{if it has retreated @B {2 hexes} : apply remaining hits as @B {step loss}}
@ListItem{if @B hits @Sym greaterequal @B steps or step loss implies @B no @B ZOC : @B {retreat 1 hex}}
#@ListItem{if remaining @B hits @Sym greaterequal remaining @B steps : @B {retreat 1 hex}}
#@ListItem{if losing @B{1 step} implies losing @B ZOC : @B {retreat 1 hex}}
@ListItem{@I HoldCheck : @B {step loss} on @Sym lessequal @B HV + @Def @B steps (or @B retreat):
@BulletList
@ListItem{-3 if @Def @I Surrounded or @I OutOfCommunication}
@ListItem{+2 if @Def have already @B {retreated 1 hex}}
@ListItem{+2 if all @Atk are accross a @I River and @Def has not yet retreated}
@ListItem{+4 if all @B retreat routes require a @B {step loss}}
@RawEndList}
@RawEndList}
@ListItem{@B {German @Atk} :
@BulletList
@ListItem{1 @Sup st hit : @B {step loss}}
@ListItem{up to @B {2 more hits} may be absorbed by becoming @I Dispersed}
@RawEndList}
@ListItem{@B German @Def : may retreat @B {1 hex{@Sym slash}hit}, max 2 hexes + @I Dispersed}
@ListItem{@B {Allied @Atk} (step loss priority : @B {most steps stack}) :
@BulletList
@ListItem{1 @Sup st hit : @B {1 @Sup st step loss}}
@ListItem{2 @Sup nd hit : @B {2 @Sup nd step loss} if @Sym greaterequal @B 4 steps or @I Dispersed}
# @ListItem{2 @Sup nd hit : @I Dispersed if @Sym less @B 4 steps or @B {2 @Sup nd step loss}}
@ListItem{3 @Sup rd hit : @I Dispersed}
@ListItem{4{@Sup th}+ hit : @B {2 @Sup nd step loss} or @B ignore}
@RawEndList}
@EndList
} }
def @CombatRetreat { @VCard {
@Title {@GS @VS Combat Retreat}
/.3v
@BulletList
@ListItem{@Def units retreat @B together and end in the @B {same hex}, /.3v
except to @B {avoid overstacking} at the @B end of the retreat}
@ListItem{@AlliedGS may break @B stacking but @B {next hit} is taken as a @B retreat /.3v}
@ListItem{@I Dispersed units and @I Isolated @I infantry may only retreat @B {1 hex}}
@ListItem{@B VDH, @I OutOfFuel and @I Dispersed @I mechanized do @B not retreat /.3v}
@ListItem{@B {never retreat} into enemy @City (@Allied : empty westwall)}
@ListItem{a 2 hex retreat ends @I Dispersed @B {2 hexes away} /.3v}
@ListItem{take a @B lesser priority route to @B {avoid elminitation}}
@ListItem{@B {retreat priority} : @B not in enemy @I ZOC
@BulletList
@ListItem{@B or occupied by @B @Allied unit @B in @I Supply}
@ListItem{@B or empty @B in @Allied @I Supply @Sym arrowdblright @B{1 step loss}}
@ListItem{@B or occupied{@Sym slash}empty not in @Allied @I Supply @Sym arrowdblright @B{1 step loss}}
@RawEndList}
@ListItem{@B only via @I {River{@Sym slash}Forest} w{@Sym slash}o @I{Bridge{@Sym slash}Road} as a @B {last resort}/.3v}
@ListItem{@AlliedGS @B{tie breaker} : @City @Sym arrowdblright closest to @Ding a174 @Sym arrowdblright westernmost}
@ListItem{@GermanGS @Day 16-19 : across army boundary as a @B {last resort}}
@ListItem{@GermanGS : check @I Roadblocks and @Day 17+ @I Bridges /.3v}
@ListItem{if the @B retreat ended with @B {friendly units} that are @B attacked in the @B {same activation},
these retreating units do @B {not count} in that combat and are @B eliminated if the @Def retreat or are eliminated}
@EndList
} }
def @CombatAdvance { @VCard {
@Title {@GS Combat Advance}
/.3v
@BulletList
@ListItem{@Atk may advance into the @B vacated combat hex @B ignoring @I ZOC}
@ListItem{if @Def retreated 2 hexes or is eliminated (leaves no path) :
@BulletList
@ListItem{@Atk @I mechanized may @B follow the @B {path of retreat} or split off /.2v
but @B {not} from @I ZOC to @I ZOC or @I {River{@Sym slash}Forest} w{@Sym slash}o @I{Bridge{@Sym slash}Road}}
@RawEndList}
@ListItem{@B {only 1} @Atk may cross a @I Bridge into an enemy @I ZOC}
@ListItem{@B {only 1} @Atk may cross a unbridged @I River, only if attacked through or following the path of retreat, @B {must stop} after}
@EndList
@BulletList
@ListItem{@GermanGS @Day 16-19 : may @B not advance across army boundary}
@EndList
@BulletList
@ListItem{@AlliedGS @Atk advance (@Asc):
@BulletList
@ListItem{do @B not check a lone @Bracked, treat stacked @Bracked as @B 1}
@ListItem{do @B not advance in danger of @I Surround unless into @B HV hex}
@ListItem{preserve the @B Line unless if advancing into @B VP hex}
@ListItem{only check the @B highest chance of advance @LLP
@Tbl
rule {yes}
indent {ctr}
aformat {@Cell i {right} A | @Cell B | @Cell C | @Cell D}
bformat {@Cell rule {no} @B A | @Cell @B B | @Cell @B C | @Cell @B D}
cformat {@Cell rule {no} A | @StartHSpan @Cell rule {no} @B B | @HSpan | @HSpan}
{
@Rowc B{@Sym numbersign already advanced}
@Rowb A{Route of Advance} B{0} C{1} D{2+}
@Rowa A{Primary or @B VP} B{Advance} C{1-7} D{@Sym emptyset}
@Rowa A{Secondary or @City} B{1-8} C{1-4} D{@Sym emptyset}
@Rowa A{other} B{1-3} C{@Sym emptyset} D{@Sym emptyset}
}
}
@RawEndList}
@EndList
} }
def @NextCard { @VCard {
@Title {@GS Title}
/.3v
@BulletList
@ListItem{@B {Something} :
@BulletList
@ListItem{Start
@BulletList
@ListItem{point A}
@ListItem{point B}
@RawEndList}
@RawEndList}
@EndList
} }
@Document
@InitialSpace { lout }
//
@Text @Begin
@LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ?
@Display @Roadblocks
@Display @Reserve
@Display @States
@Display @SupplyStates
@Display @CombatTacticsGS
@Display @CombatTacticsVS
@Display @CombatChits
@Display @CombatResolution
@Display @CombatRetreat
@Display @CombatAdvance
@Display @NextCard
@End @Text
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