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# encoding : iso-8859-1
@SysInclude { langdefs }
@SysInclude { bsf }
@SysInclude { dsf }
@SysInclude { docf }
@SysInclude { tbl }
@Use { @BasicSetup
@InitialFont { Times Base 7p }
@ListOuterGap { 0.60v @OrIfPlain 1f }
@ListGap { 0.60v @OrIfPlain 1f }
@ListIndent { 0s }
@ListLabelWidth { 0.60f @OrIfPlain 5s }
}
@Use { @DocumentSetup
@PageOrientation { Landscape }
@TopMargin { 0.5c @OrIfPlain 6f }
@FootMargin { 0.5c @OrIfPlain 6f }
@OddLeftMargin { .1c @OrIfPlain 10s }
@OddRightMargin { .1c @OrIfPlain 10s }
@EvenLeftMargin { .1c @OrIfPlain 10s }
@EvenRightMargin { .1c @OrIfPlain 10s }
@ColumnNumber { 4 }
@ColumnGap { .1c @OrIfPlain 6s }
}
@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 @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{adjacent @I{Strategic Move} is not allowed}
@RawEndList}
@EndList
/.2v
@BulletList
@ListItem{once per @Underline Activation, @B place a @I Roadblock on a roll @Sym lessequal @B HV
/.2v 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 @I division @Sym arrowdblright @I corps @Sym arrowdblright @I army as the closest @Allied unit}
@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+ @I Reserve then @Day 18+ @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+ @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, 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{the defender may @B not use @I CombatTactic}
@ListItem{the attacker may @B{disregard 1} attacker @B hit}
@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{the attacker may @B{disregard 1} attacker @B 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}
/.5v
@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 : attacker @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{may @B {not exit} an enemy @B ZOC}
@ListItem{@I infantry may move or retreat @B {only 1} hex}
@ListItem{@I mechanized may @B not move or retreat}
@ListItem{may @B {not enter} enemy @City or cross enemy @I Bridge}
@ListItem{does @B not affect the placement of enemy @I Reserve unit}
@ListItem{@Allied : may @B {not enter} an empty @I Westwall hex}
@ListItem{@AlliedGS : @I Isolated @I OutOfContact can't be taken as @I Reserve.} # FIXME can't find a reference
@ListItem{@I Isolated only : attacker @B +2 @I CombatChits, @B {disregard all} hits}
@RawEndList}
@EndList
} }
def @CombatTacticsGS { @VCard {
@Title {@GS Combat Tactics}
/.3v
@BulletList
#gap {0.3v}
@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, attacker may advance}
@ListItem{@Day 19+ @B 3+ steps, not @I Surrounded : move 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{@B attacker : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
@ListItem{@B defender : 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
@ListItem{@B {@German defender} : strength : reinforcing @Sym lessequal defending}
@ListItem{@B @Allied : stack with lowest {@Char numbersign}, preserve @B Line, protect @B VP}
#@ListItem{@B @Allied : select the stack with 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 attacker may advance}
@ListItem{@B {Combat Engineers} @Sym slash @B Engineers :
@BulletList
@ListItem{@B attacker : @B +1 strength, remove @B IP} #, disregard @I {Combat Engineer}}
@ListItem{@B defender : 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 @Combat { @VCard {
@Title {@GS Combat Tactics @Char ampersand Chits}
#/.5v
@TaggedList
#gap {0.8v}
@TagItem{@Bullet}{@German @Atk : @Char numbersign @I Tactics {@Sym slash} Activation @B @Sym lessequal card @I CommandValue}
@TagItem{@Bullet}{@German @Def : @B 1 @I CombatTactic ... @B VDH @Atk @Char slash @Def : @Sym emptyset}
#@TagItem{@Bullet}{@German @B VDH : may not use @I CombatTactic}
@TagItem{@Star}{if @B 1+ @Allied are in in @I Supply, draw @B {1 card} :
@TaggedList
@TagItem{@Star}{@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 @I Reserve @Sym arrowdblright @I OutOfContact @Sym arrowdblright lowest @Char numbersign}
@RawEndList}
@TagItem{@Bullet}{@Atk @Char slash @B otherwise use the @I CombatTactic if any}
@RawEndList}
@TagItem{@Bullet}{@B min @I {Combat Chit} : @Char numbersign @Def @B steps}
@TagItem{@Bullet}{@B max @I {Combat Chit} : @Char numbersign non-@Bracked @Atk @B units:
@BulletList
@ListItem{+1 for @B each @I CombatTactic played by the @Atk}
@ListItem{+1 for @B {each 3+} steps @Atk unit}
@ListItem{+1 if @B 1+ @Atk unit is @B Elite}
@ListItem{+1 if the @Def are @I OutOfSupply}
@ListItem{+2 if the @Def are @I Isolated}
@ListItem{-2 if the @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 @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
@PP
@Display @Roadblocks
@Display @Reserve
@Display @States
@Display @SupplyStates
@Display @CombatTacticsGS
@Display @CombatTacticsVS
@Display @Combat
@Display @NextCard
@End @Text
|