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@SysInclude { docf }
@SysInclude { tbl }
@SysInclude { xrgb }
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@ListGap { 0.60v @OrIfPlain 1f }
@ListIndent { 0s }
@ListLabelWidth { 0.60f @OrIfPlain 5s }
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@Use { @DocumentSetup
@PageOrientation { Landscape }
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@ColumnGap { .1c @OrIfPlain 6s }
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@Use { @OrdinarySetup }
@SysDatabase @FontDef { fontdefs }
@SysDatabase @RefStyle { refstyle }
def @CHeader
named @HTags {}
named @HTitle {}
named @HVersion {1.0}
named @HTag {}
{
@Tbl
rule {no}
m {0c}
aformat {
@Cell i {right} ml {.5c} mr {.3c} 8p @Font @B A
| @Cell i {left} ma {.05c} width {5.7c} 8p @Font @B B
| @Cell m {.05c} 6p @Font C
| @Cell D
}
{
@Rowa A {@HTags} B {@HTitle} C {@HVersion} D {@HTag}
}
}
def @CTag left c right x { white @Color @CurveBox margin {2p} paint {c} x }
# 65mm x 89mm
def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.1c} 8.7c @Wide 6.3c @High black @Color { x } }
def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } }
def @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 { @Box margin {1p} paint {@VCol} white @Color 2P }
def @GS { @Box margin {1p} paint {@GCol} white @Color GS }
def @AS { @Box margin {1p} paint {@ACol} white @Color AS }
#def @Allied { @ACol @Color @B Allied }
#def @German { @GCol @Color @B German }
def @AlliedAS { 7p @Font @Box margin {.5p} paint {@ACol} white @Color Allied}
def @AlliedGS { 7p @Font @Box margin {.5p} paint {@GCol} white @Color Allied}
def @GermanGS { 7p @Font @Box margin {.5p} paint {@GCol} white @Color German}
def @Allied { Allied }
def @German { German }
def @Day right x { @Box margin {1p} paint {@Red} white @Color x }
def @DayOnly { @Red @Color @CurveBox margin {1p} black @Color day }
def @A { @Box margin {1p} paint {@ACol} white @Color A }
def @G { @Box margin {1p} paint {@GCol} white @Color G }
#def @Atk { white @Color @Box margin {1p} paint {rgb .75 .22 .17} A }
#def @Def { white @Color @Box margin {1p} paint {rgb .15 .68 .37} D }
def @Atk { {rgb .82 .32 .1} @Color @CurveBox margin {1p} black @Color A }
def @Def { {rgb .16 .65 .35} @Color @CurveBox margin {1p} black @Color 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 @Line { /.3c |.35c {rgb .3 .7 .9} @Color @OneRow { 0 0 moveto xsize 0 lineto 0.4 pt setlinewidth stroke } @Graphic }
#def @LineA { /.3c @OneRow { 0 0 moveto xsize 0 lineto 1 pt setlinewidth stroke } @Graphic }
def @Roadblocks { @VCard {
@CHeader @HTags {@GS} @HTitle {Roadblocks} @HVersion {1.1} @HTag {{@Xrgb olivedrab} @CTag R0}
@BulletList
gap {.7v}
@ListItem{the hex is considered @B empty (@Allied Reserve Deployment)}
@ListItem{it has the following @B effects on @German units:
@BulletList
@ListItem{it @B blocks @I move, @I Proximity, @I Supply}
@ListItem{it @B stops adjacent @I move if @B connected to it by a @B Road}
@ListItem{@I{Strategic Move} adjacent or would trigger check @B not allowed}
@RawEndList /.4v}
@ListItem{@B {check priority} : highest @B HV @Sym arrowdblright @B westernmost}
@ListItem{@B place a @I Roadblock on a roll @Sym lessequal @B HV, once par @Underline Activation,
/.3v when a @German unit @I moves (advance, retreat, reinforce)
/.3v into a hex @B adjacent to :
@BulletList
@ListItem{an empty @I Position, in @Allied @I Supply, on a @B Road hex}
@ListItem{not a @German @City or adjacent to a @German unit}
@ListItem{if @B HV < @B 5 : not in @Allied @B ZOC}
@ListItem{@Day 20+ : only if @B VP}
@RawEndList /.4v}
@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 :
@BulletList
@ListItem{if in @I Supply or @B VP, replace it on a roll @Sym lessequal @B HV
@BulletList
@ListItem{with an @Allied @B S @I @Asc Reserve @Sym arrowdblright @Asc @I{OutOfContact}}
@ListItem{@B matching closest unit : @I Division @Sym arrowdblright @I Corps @Sym arrowdblright @I Army}
@RawEndList}
@RawEndList}
@RawEndList /.4v}
#@ListItem{@B {move} : move, advance or @Underline reinforce}
@EndList
} }
def @Reserve { @VCard {
@CHeader @HTags {@GS} @HTitle {Allied Reserve Deployment} @HTag {{@Xrgb sienna1} @CTag D0}
@BulletList
gap {.7v}
@ListItem{@B never in @German @City, @B never in danger of @I Surround}
@ListItem{@B @Underline {Method A} @Day 16+ @B S @Asc @I Reserve @Sym arrowdblright @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}
@RawEndList}
@RawEndList /.4v}
@ListItem{@B @Underline {Method B} @Day 18+ @B S @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 {
@CHeader @HTags {@GS @VS} @HTitle {Unit States} @HTag {{@Xrgb goldenrod} @CTag S0}
@BulletList
gap {0.3v}
@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}
@ListItem{@B @Underline Dispersed :
@BulletList
@ListItem{has @B{no ZOC}}
@ListItem{may @B not move, attack, advance after combat or build an @B IP}
@ListItem{may retreat @B {only 1} hex (alos applies to units stacked with it)}
@ListItem{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}
# https://boardgamegeek.com/thread/2152674/article/31279171#31279171
@ListItem{@AlliedGS : @I Dispersed @I OutOfContact can't be taken as @I Reserve}
@RawEndList}
@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 {
@CHeader @HTags {@GS @VS} @HTitle {Supply States} @HTag {{@Xrgb goldenrod} @CTag S1}
@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}
@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}
@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}
# FIXME move the CurveBox up
@ListItem{@B @Underline Surrender : step loss @B 1-6 @CurveBox {} @B 1-4 @CurveBox paint {rgb 0 0 0} {} @B 1-2 @CurveBox paint {rgb 1 .2 .2} {}}
@EndList
} }
def @CombatTacticsGS { @VCard {
@CHeader @HTags {@GS} @HTitle {Combat Tactics} @HTag {{@Xrgb dodgerblue} @CTag T0}
@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 {
@CHeader @HTags {@VS} @HTitle {Combat Tactics} @HTag {{@Xrgb dodgerblue} @CTag T1}
/.3v
@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 {
@CHeader @HTags {@GS} @HTitle {Combat Tactics @Char ampersand Chits} @HTag {{@Xrgb firebrick} @CTag C0}
@BulletList
@ListItem{@Atk {@Sym ampersand} @Def : @B must have @B 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 @Atk : @B 1 @I CombatTactic}
@ListItem{@Allied @Def : if card's @B{formation matches} any unit @B and /.3v @B {@Sym less 4} steps, in @I Communication, not in danger of @I Surround :
@BulletList
@ListItem{add @B {1 matching} unit : @B S @Asc @I Reserve @Sym arrowdblright @Asc @I OutOfContact}
@ListItem{otherwise @B 1 @I CombatTactic}
@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 {
@CHeader @HTags {@GS} @HTitle {Combat Resolution} @HTag {{@Xrgb firebrick} @CTag C1}
@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 {
@CHeader @HTags {@GS @VS} @HTitle {Combat Retreat} @HVersion {1.1} @HTag {{@Xrgb firebrick} @CTag C2}
@BulletList
gap {.7v}
@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 @I Army @B boundary as a @B {last resort}}
@ListItem{@GermanGS : check for @Day 17+ @I Bridges demolition then @I Roadblocks /.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 {
@CHeader @HTags {@GS} @HTitle {Combat Advance} @HVersion {1.1} @HTag {{@Xrgb firebrick} @CTag C3}
@BulletList
gap {.5v}
@ListItem{@Atk may advance into the @B vacated combat hex @B ignoring @I ZOC}
@ListItem{if @Def retreated @B {2 hexes} or is @B eliminated (leaves no path) :
@BulletList
@ListItem{@Atk @I mechanized may @B follow the @B path of retreat if @B {split off} /.4v
@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 an unbridged @I River and @B stop after, /.4v @B {only if} attacked through or following the path of retreat}
@EndList
@BulletList
@ListItem{@GermanGS @Day 16-19 : may @B not advance across @I Army @B boundary}
@ListItem{@GermanGS : check for @Day 17+ @I Bridges demolition then @I Roadblocks}
@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 @GameStart { @HCard {
@CHeader @HTags {@GS @VS} @HTitle {December @Day 16 Rules}
@BulletList
gap {.5v}
@ListItem{@GS @Allied 424.106.XVIII infantry @Sym arrowdblright @I Reserve, @Allied 16.1.V infantry @Sym arrowdblright hex 0608}
@ListItem{@VS @German first plays @B 3 @I Impulses in a row (@Allied can't play any card) in which he:}
@ListItem{@GS @B first @I Impulse hand is @B 9 cards not @B 6, @Allied Command Level is @B 10, he:
@BulletList
@ListItem{@VS @B must activate formations in @B {different Corps}, may @B not activate a @B {unit twice}}
@ListItem{may only play a card for @I Activation or @I CombatTactic}
@ListItem{may @B {only attack}, not move except for advance after combat and @I {Reinforce Battle}}
@ListItem{@GS do @B{not draw} @I CommandCards for @Allied units under attack}
@RawEndList}
# German traffic jam : https://boardgamegeek.com/thread/2213308/article/32122762#32122762
@ListItem{only @B 1 @German unit @B {per activation} may @B cross a @I Bridge (another may as if unbridged)}
@ListItem{@Allied @B infantry move only @B {1 hex} (unless via @I {Reinforce Battle} or @VS @I {Raise the Alarm})}
@ListItem{@VS @Allied may @B not blow @I Bridges or play @I Artillery, but may play @I {Corps Artillery}}
@ListItem{@GS @Allied @I Engineers do @B not blow @I Bridges, only place @I Roadblock or @B IP}
@ListItem{@GS @Allied @I Tactic Artillery is treated as a @B {no tactic}, @I {Corps Artillery} still occurs}
@ListItem{@GS @Allied do @B{not deploy} more than @B 1 unit from the @I Reserve}
@ListItem{@GS @Allied VIII.9A are also deployed by the XVIII Corps, within the VIII Corps area}
@EndList
} }
def @AlliedActivation { @VCard {
@CHeader @HTags {@GS} @HTitle {Allied Activation} @HTag {{@Xrgb purple2} @CTag A0}
@BulletList
# - 10.71 FIXME do not activate a Corps with 1 unit
@ListItem{a formation is @B eligible for @B activation if at least @B 1 unit is :
@BulletList
@ListItem{@B not @I Surrounded @B but in danger of @I Surround, @B not in a @B VP hex}
@ListItem{@I Dispersed or @I OutOfContact or @I Wandering}
@ListItem{eligible to place an @B IP (in @I Supply, not in @City)}
@ListItem{@Day 19+ can reinforce and reach a @B 2:1 with a @I Proximate enemy}
@RawEndList}
@ListItem{first activate @B Wandering behind enemy lines @Asc :
@BulletList
@ListItem{@B out of @I Communication, @B not in @City, @B not @I Surrounded}
@ListItem{@B reach an hex in @I Communication @Sym arrowdblright @I Westwall @Sym arrowdblright @City}
#@ListItem{perform a single move to @B reach an hex that /.3v reestablish @I Communication @Sym arrowdblright @I Westwall @Sym arrowdblright @City}
@ListItem{or roll |3p @B 1 :^ @B 1 hex in rearward direction /.3v |3p @B 2-6 :^ place in calendar @B n days ahead} #, @B 7+ does @B nothing}
@ListItem{@B {tie breaker} : closest to an in @I Supply @Allied @Sym arrowdblright westernmost}
@RawEndList}
@ListItem{draw @B 3 action cards @Asc @Sym arrowdblright add @B IP @Sym arrowdblright remove @I Dispersed}
# check all lead units int # selector, then next card
# @ListItem{@B subject : @B unit : lead, @B {unit{@Sym slash}stack} : lead + any other unit stacked with it, @B {unit{@Sym slash}stack and other active unit} : above + active proximate to target}
@ListItem{@B {Unit{@Sym slash}Stack} : the lead unit and any units it the same hex}
@ListItem{@B {Protect VP} : do not attack from a @B VP hex with < @B 4 steps /.4v do not vacant if @I Proximate or within @B 2 hexes of @German}
# https://boardgamegeek.com/thread/2044442/article/29803810#29803810
@ListItem{@B {Situational strength} (@Atk {@Sym slash}2 accross @I River) @Def :
@BulletList
@ListItem{@B x2 : @I City, @I Westwall}
@ListItem{@B +1 : non-{@B VP} Town, @I Forest, @B IP}
@ListItem{@B -1 : @I Clear, @I OutOfSupply, @I OutOfFuel}
@ListItem{@B -2 : @I Isolated}
@RawEndList}
@ListItem{@B {@Allied move} @Asc : @B @Sym emptyset hex @Sym arrowdblright most @B{MP}s @Sym arrowdblright @B fewest @Allied}
@EndList
} }
def @GermanEvents { @VCard {
@CHeader @HTags {@GS} @HTitle {German Events} @HTag {{@Xrgb magenta3} @CTag E0}
@BulletList
gap {.8v}
@ListItem{@B {Allied Command Crisis} : delay @I {British Corps} units @Sym ampersand Command Cards from December 22 to 23}
@ListItem{@B {Bridge Engineers} : Repair or build a @I Bridge, at least @B 1 hex must be in German Supply, @B none can be in @Allied @I ZOC}
@ListItem{@B {Commandos} : skip next @Allied impulse}
@ListItem{@B {Eisenhower Hesitates} : delay 82 @Sup nd or 101 @Sup st until December 19}
@ListItem{@B {Fuel Priority} : once per day when drawing cards, /.4v discard to prevent a formation from being @I OutOfFuel}
@ListItem{@B {Fury of Bastogne} : @DayOnly @B {VP +2 Combat chits} others @B -2}
#@ListItem{@B {Fury of Bastogne} : @DayOnly @B {+2 chits} against @B VP hexes, /.4v @B {-2 chits} otherwise}
@ListItem{@B {Greif Bridge Protect} : prevent a bridge destruction, counts towards @Allied Command Level if played during @B G impulse}
@ListItem{@B {Ground Freeze} : @DayOnly : @B -1MP @I Broken, @I Woods, @I Forest}
@ListItem{@B {Manteuffel Directs Traffic} : remove @B {1 Roadblock} 2 hexes of a unit in the 5 @Sup th Panzer Army,
stopped unit may continue moving, does not count towards @Allied Command Level}
#@ListItem{@B {Monty Tidies The Lines} : @DayOnly, treat Action Cards 1-10 as @B {No Action} for US 1 @Sup st Army}
@ListItem{@B {Monty Tidies The Lines} : @DayOnly, US 1 @Sup st : Cards @B 1-10 @Sym arrowdblright @Sym emptyset}
@ListItem{@B {Von Der Heydte} : land VDH in an empty hex, not adjacent to any unit, @I Clear, @I Broken or @I Woods, non-{@I City}, north of 0800, /.4v
8 hexes of @I Westwall, do not check @I Roadblocks or @I Bridges /.4v
2-3:@I LowSupply, 4-7:@I OutOfSupply, 8-9:@I Isolated, 10:@I Eliminated}
@EndList
} }
def @AlliedEventsA { @VCard {
@CHeader @HTags {@GS} @HTitle {Allied Events} @HTag {{@Xrgb magenta3} @CTag E1}
@BulletList
gap {.8v}
@ListItem{@B {Airpower} : remove @I OutOfSupply or @I Isolated marker from 1 unit{@Sym slash}stack
(strength @Sym arrowdblright @I Isolated @Sym arrowdblright lowest {@Sym numbersign}) and it's adjacents.
If none eligible, replace your highest CV card in hand with the @I Airpower card, keep it till the end of the day}
@ListItem{@B {Allies Alert} : @DayOnly, ignore Combat Chits with a @Day day}
@ListItem{@B {Artillery Barrage} : discard @B 1 German Division Card in hand}
@ListItem{@B {Break In The Clouds} : @DayOnly, all non-effective card drawn to support @Allied in combat is considered as @I Airpower}
@ListItem{@B {German Plans Intercepted} : discard the top card of the draw pile. If empty, discard a random card from your hand}
@ListItem{@B {Ground Freeze} : @DayOnly : @B -1MP @I Broken, @I Woods, @I Forest}
@ListItem{@B {Raise The Alarm} : deploy the lowest @Sym numbersign @I Reserve @Sym arrowdblright @I {Next Day}}
@ListItem{@B {Recover} : remove @I Dispersed markers from all @Allied units}
@ListItem{@B {Patton On The Move} : accelerate @B {III Corps} units @Sym ampersand Command Cards from December 22 to 21}
@ListItem{@B {Tank Battalion} : remove @B {1 step} from a lone @German Infantry unit, without @I IP, not in @I Town,
adjacent, not accross a @I River, to a supplied full strength @Allied unit}
@ListItem{@B {Withdrawal} : move 1 @I Surrounded unit{@Sym slash}stack in non-VP hex (most steps @Sym arrowdblright easternmost)
into an adjacent hex in @I Communication (friendly occupied @Sym arrowdblright rearward direction) ignoring @I ZOC.}
@EndList
} }
def @AlliedEventsB { @VCard {
@CHeader @HTags {@GS} @HTitle {Allied Engineers Events} @HTag {{@Xrgb magenta3} @CTag E2}
@BulletList
gap {.7v}
@ListItem{@B {Engineers} : conduct 1 of the following in priority order :
@NumberedList
gap {1.2v}
labelwidth {1f}
@ListItem{Replace a @I Roadblock in a @B VP hex or in @Allied Supply :
@BulletList
@ListItem{highest @B HV @Sym arrowdblright westernmost @Sym arrowdblright northernmost}
@ListItem{with an @Allied @B S @I @Asc Reserve @Sym arrowdblright @Asc @I{OutOfContact}}
@ListItem{@B matching closest unit : @I Division @Sym arrowdblright @I Corps @Sym arrowdblright @I Army}
@RawEndList}
@ListItem{Place a @I Roadblock in an empty road hex :
@BulletList
@ListItem{@B HV @Sym greaterequal @B 3}
@ListItem{within @B 2 hexes of an in @I Supply @German unit}
@ListItem{in @German @B and @Allied @I Communication}
@ListItem{not adjacent to an @Allied unit}
@ListItem{highest @B HV @Sym arrowdblright westernmost @Sym arrowdblright northernmost}
@ListItem{@Day 17-22 if no @I Roadblock placed proceed to @B{priority 3}}
@ListItem{@Day 16,23-29 if no @I Roadblock placed proceed to @B{priority 4}}
@RawEndList}
@ListItem{Destroy a @I Bridge in @Allied @I Supply adjacent to a @German unit
@BulletList
@ListItem{highest @B HV @Sym arrowdblright westernmost}
@RawEndList}
@ListItem{Place @B {1 IP} on an @Allied stack in @I Supply not in @City
@BulletList
@ListItem{adjacent to greatest @German strength @Sym arrowdblright westernmost}
@RawEndList}
@RawEndList}
@EndList
} }
def @Replacement { @VCard {
@CHeader @HTags {@GS} @HTitle {Replacement @Sym ampersand German Reserve} @HTag {{@Xrgb sienna1} @CTag D1}
@BulletList
gap {1.1v}
@ListItem{@B {Replacement} is not considered a unit activation :
@BulletList
@ListItem{target unit must be @I InSupply @B and able to trace supply}
@ListItem{@B 1 step max @Sym slash unit in a single @I Impulse}
@ListItem{@G non-{@I Elite} @B before @I Elite units in the eligible @I Corps}
@ListItem{@A @Desc @B {only if} the @I Corps has @B {at least 2} reduced units}
@RawEndList}
@ListItem{@B {German Reserve Deployment} :
@BulletList
@ListItem{in a valid @I SupplyHead in the Army boundaries}
@ListItem{@B 3 hexes away from an non-{@I Isolated} @Allied unit, @City} # FIXME 2 if map-edge
@ListItem{within @B 3 hexes of the @B same @I Division @Sym arrowdblright @I Corps @Sym arrowdblright @I Army}
@ListItem{in an @I Impulse, units of a @I Division deploy in the @B same hex}
@RawEndList}
#@ListItem{@B {OKW} is released (cards in available, units in @I Reserve) if :
#@ListItem{@B {OberKommando der Wehrmacht} is released if :
@ListItem{during the @I Reserve Phase @B {OKW} is released if :
@BulletList
@ListItem{@B 1+ unit adjacent or across the @I Meuse is able to @I TraceSupply}
@ListItem{move @B OKW units into the @I Reserve box}
@ListItem{@I Primary card @Sym arrowdblright draw pile, @I Supplemental @Sym arrowdblright available}
@ListItem{first @B OKW unit is deployed within @B 3 hexes of @B any unit}
@ListItem{on @I Activation @B OKW units are attached to :
@BulletList
@ListItem{6 @Sup th Army if @B all units are within 6 @Sup th Army boundaries}
@ListItem{7 @Sup th Army if @B all units are within 7 @Sup th Army boundaries}
@ListItem{otherwise to the 5 @Sup th Army}
@RawEndList}
@RawEndList}
@EndList
} }
def @British { @VCard {
@CHeader @HTags {@GS} @HTitle {British XXX Corps} @HTag {{@Xrgb sienna1} @CTag D2}
@BulletList
gap {.7v}
@ListItem{if no @B {British XXX Corps} unit is on the map:
@BulletList
gap {.7v}
@ListItem{if @B 1+ @German unit is @I Proximate to a hex west of the @I Meuse :#, place the @B first unit following these criteria :
@BulletList
@ListItem{deploy the @B first unit as follows :
@BulletList
@ListItem{west of the @I Meuse}
@ListItem{in an empty @Allied @I Position @I InSupply}
@ListItem{not in a @German @City}
@ListItem{@I Proximate to or within @B 3 hexes of a @German unit}
@ListItem{highest @B HV @Sym arrowdblright @B closest to a @German unit @Sym arrowdblright northernmost}
@RawEndList}
@RawEndList}
@ListItem{otherwise, deploy @B all the deploying units as follows :}
@RawEndList}
@EndList
|.2c 6c @Wide @Tbl
rule {yes}
indent{right}
aformat {@Cell A | @Cell B | @Cell C | @Cell D}
{
@Rowa A{XXX.@B{GA}} B{@B 5 @Sym arrowdblright 0422} C{@B 32 @Sym arrowdblright 0424}
@Rowa A{XXX.@B{43}} B{@B 129 @Sym arrowdblright 0117} C{@B 130 @Sym arrowdblright 0319} D{@B 214 @Sym arrowdblright 0420}
@Rowa A{XXX.@B{53}} B{@B 71 @Sym arrowdblright 0626} C{@B 158 @Sym arrowdblright 0826} D{@B 160 @Sym arrowdblright 0927}
@Rowa A{XXX} B{@B 29A @Sym arrowdblright 1126} C{@B 33A @Sym arrowdblright 1226} D{@B 34A @Sym arrowdblright 1427}
}
/.4v
@BulletList
gap {.7v}
@ListItem{subsequent units are deployed as follows :
@BulletList
@ListItem{using the regular deployment rules plus :
@BulletList
@ListItem{as attached to the US 1 @Sup st Army}
@ListItem{must deploy west of the @I Meuse}
@ListItem{but not restricted by @I Corps boundaries}
@RawEndList}
@RawEndList}
@EndList
} }
def @Sequence { @VCard {
@CHeader @HTags {@GS} @HTitle {Daily Sequence Key Points}
@TaggedList
gap {1.1v}
labelwidth {.4c}
@TagItem{I.}{@B {Reserve Phase}
@BulletList
@ListItem{@Day 18+ deploy delayed (by 2 days) @G @I Reserve}
@ListItem{release @B OKW if @B 1+ unit adj{@Sym slash}across @I Meuse can @I TraceSupply}
@RawEndList}
# @TagItem{II.}{@B {Card Preparation Phase} : complete @Sym ampersand reshuffle cards}
# @BulletList
# @ListItem{complete, reshuffle @G @Sym ampersand @A cards}
# @RawEndList}
@TagItem{III.}{@B {Supply Phase}
@BulletList
@ListItem{@Day 21+ draw @B 1 @Allied card, if @I Airpower, Army, Army Group : /.4v
@Sym arrowdblright discard highest CV card, skip first @I Impulse}
@ListItem{@G may play @B 1+ @I {Bridge Engineers}}
@ListItem{@Day 17+ check @A @I Supply , @Day 19+ check @G @I Supply}
@ListItem{remove @I Roadblocks not in @G @Sym ampersand @A @I Communication}
@ListItem{@Day 20+ check @G @I OutOfFuel, may use @I {Fuel Depots}{@Sym slash}@I Priority}
@RawEndList}
@TagItem{IV.}{@B {Command Phase}
@BulletList
@ListItem{@GermanGS @I Activation :
@BulletList
@ListItem{@I Roadblock removal @Sym ampersand Reserve check}
@ListItem{Movement check @I Roadblocks @Sym ampersand @Day 17+ @I Bridge destruction}
@ListItem{Combat @Sym arrowdblright IP @Sym arrowdblright remove @I Dispersed markers}
@ListItem{@Day 20+ check @G @I OutOfFuel, may use @I {Fuel Depots}{@Sym slash}@I Priority}
@RawEndList}
@ListItem{@AlliedAS @I Impulse :
@BulletList
@ListItem{@B Expedite : next day units @Sym arrowdblright @I Reserve (@I Map if @Sym lessequal 2 cards)}
@ListItem{@Day 22+ @B {No Command} : complete then draw another card}
@RawEndList}
@RawEndList}
# @TagItem{V.}{@B {End Of Day Phase}
# @BulletList
# @ListItem{check @B Victory conditions}
# @ListItem{clear @I {Combat Chits}, @I Dispersed @Sym ampersand @I OutOfFuel markers}
# @ListItem{remove @I Dispersed @Sym ampersand @I OutOfFuel markers}
# @RawEndList}
@EndList
} }
def @Definitions { @VCard {
@CHeader @HTags {@GS @VS} @HTitle {Definitions} @HVersion {1.2} @HTag {{@Xrgb yellowgreen} @CTag D0}
@BulletList
@ListItem{@B{Supply Head} :
@BulletList
@ListItem{a road hex connected via road to a friendly map edge}
@ListItem{may @B not pass through enemy @B ZOC, @City or @I Bridges}
@RawEndList}
@ListItem{@B Supply :
@BulletList
# @ListItem{the hex may be in an enemy @B ZOC}
@ListItem{a @B 4 hexes path to a friendly map edge or @B{Supply Head} :
@BulletList
@ListItem{may @B not pass through enemy @B ZOC, @City or @I Bridges}
@ListItem{is restricted to @B 1 hex if crosses an unbridged @I River}
@RawEndList}
@RawEndList}
@ListItem{@B {@GS Communication} :
@BulletList
#@ListItem{the hex may be in an enemy @B ZOC, from there, the path :
#@BulletList
@ListItem{may @B not pass through enemy @B ZOC or @City}
@ListItem{may pass through any terrain (including unbridged @I River)}
#@RawEndList}
@RawEndList}
@ListItem{@GS @B {Behide Ennemy Lines} :
@BulletList
@ListItem{@B out of @I Communication, @B not in @City, @B not @I Surrounded}
@RawEndList}
@ListItem{@B {Strategic Movement} : (Mech:x2 - @G Inf:5 - @A Inf:9)
@BulletList
@ListItem{a unit in @I Supply, on a road hex, not adjacent to @B any enemy}
@ListItem{must follow road hexes, not adjacent to @B any enemy unit}
@ListItem{may @B not enter enemy @City or cross enemy @I Bridges}
@ListItem{@G may @B not move :
@BulletList
@ListItem{further west than the westernmost unit in its army}
@ListItem{adjacent to or trigger a @I Roadblock, into a map edge hex}
@RawEndList}
@ListItem{@A may @B not enter a @I Westwall hex}
@RawEndList}
@EndList
} }
def @NextCard { @VCard {
@CHeader @HTags {@GS @VS} @HTitle {Something} @HVersion {1.x} @HTag {{@Xrgb cyan} @CTag R0}
/.3v
@BulletList
@ListItem{@B {Something} :
@BulletList
@ListItem{Start
@BulletList
@ListItem{point A}
@ListItem{point B}
@RawEndList}
@RawEndList}
@EndList
} }
def @Empty{ @VCard {
} }
def @Updates { @VCard {
updated since previous upload to BGG
} }
@Document
@InitialSpace { lout }
//
@Text @Begin
@LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ?
@Display @States
@Display @SupplyStates
@Display @CombatTacticsGS
@Display @CombatTacticsVS
@Display @CombatChits
@Display @CombatResolution
@Display @CombatRetreat
@Display @CombatAdvance
@Display @Reserve
@Display @Replacement
@Display @British
@Display @Roadblocks
@Display @GermanEvents
@Display @AlliedEventsA
@Display @AlliedEventsB
@Display @AlliedActivation
@Display @GameStart
@Display @Sequence
@Display @Definitions
@Display @Empty
@Display @Empty
@Display @Empty
@Display @Empty
@Display @Empty
@Display @Updates
@Display @Roadblocks
@Display @CombatRetreat
@Display @CombatAdvance
@Display @Definitions
# TODO
# - Bridge Demolition 17+ in Allied Supply 1-2
# - 10.64 redeploying out-of-contact units to attack
@End @Text
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