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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 @Red {rgb .8 .1 0}
#def @Orange {rgb 1 .4 0}
#def @Lightgrey {rgb .95 .95 .95}
def @Over
left x
named gap { 0.60fk }
right y
{
@HContract @VContract
{
0.8f @Font y ^/gap x
}
}
# Limited Action Team -> @LAT ?
def @Reff right x { 6p @Font {x} }
def @Exposed { @I Exposed }
def @XP { @I {Experience Level} }
def @LOS { @B LOS }
def @PDF { @B PDF }
def @VOF { @B VOF }
def @LAT { @B LAT }
def @NCM { @B NCM }
def @Step { @I Step }
def @Steps { @I Steps }
def @Pinned { @I Pinned }
def @Unpinned { @I Unpinned }
def @Hit { @I Hit }
def @Cover { @I Cover }
def @UpperStory { @I {Upper Story Cover} }
def @Smoke { @I Smoke }
def @Grenade { @I Grenade }
def @Incoming { @I Incoming! }
def @AirStrike { @I{Air Strike} }
def @Rain { @I{Rain}{@Sym slash}@I{Snow}, @I{Fog} }
def @Casualty { @I Casualty }
def @FireTeam { @I {Fire Team} }
def @ParalyzedTeam { @I {Paralyzed Team} }
def @LitterTeam { @I {Litter Team} }
def @AssaultTeam { @I {Assault Team} }
def @Prisoners { @I Prisoners }
@Document
//
@Text @Begin
# https://boardgamegeek.com/thread/2017220/unofficial-2nd-edition-errata-and-clarifications
@CentredDisplay @Heading { @I{GMT} - Field Of Fire Vol II 2019 - I Nerd Rules - @Date }
@BeginSections
@Section @Title {Chain of Command @Reff 4.0} @Begin
@BulletList
@ListItem{Regimental HQ @Sym ampersand Staff @Sym arrowright Battalion HQ @Sym ampersand Staff @Sym arrowright Co HQ @Sym ampersand Staff @Sym arrowright Plt HQ}
@ListItem{Limited Action Teams may receive orders from any HQ or Staff unit.}
@EndList
@End @Section
@Section @Title {Commands @Reff 4.1} @Begin
@BulletList
@ListItem{When an HQ or Staff draws for Commands it must use, save and{@Sym slash}or lose them before another HQ or staff draws. @Reff 4.1}
@ListItem{The max @Sym numbersign of expendable Commands per HQ or Staff is 6 on daytime, 4 otherwise. @Reff 4.1.3 }
@ListItem{On the map BN HQ gets the max @Sym numbersign of Commands otherwise it activates the CO HQ if in communication. @Reff 4.1.1}
@ListItem{Command draw for Activation and Initiative Segment are subject to modificators, see card @Sym numbersign 55. @Reff 4.1.2} # +1 activity
@ListItem{An HQ activated by a higher HQ gets a minimum of 1 Command regardless of the modifiers @Reff 4.1.2.}
@ListItem{On Initiative Segment, CO Staff Impulse comes after the PLT HQs Impulse and they get 1 Command. @Reff 3.3.2.C}
@ListItem{Do not modify General Initiative draw, halve it rounding down for Combat Patrol Mission. @Reff 4.1.2}
@EndList
@End @Section
@Section @Title {HQ and Staff Fire Teams @Reff 4.1.4} @Begin
@BulletList
@ListItem{An HQ or Staff on its @FireTeam side can only issue commands to himself and cannot be activated.}
@ListItem{An HQ converted to an @I Assault, @I Litter or @I Paralyzed Team cannot issue commands until it is reconstituted.}
@ListItem{An HQ Staff can not be reconstituted durig a mission.}
@EndList
@End @Section
@Section @Title {Actions @Reff 4.2} @Begin
@BulletList
@ListItem{Except for @I{Move to or from @Cover}, a unit can perform a named action only once per Impulse. @Reff 4.2}
@ListItem{Base draw is 2 cards, +1 for veteran level, -1 for green level. @Reff 4.2}
@ListItem{Limited Action Teams have their own limited set of available actions. @Reff 4.2.5}
#@ListItem{Actions like @I Exhort, @I Reconstituting, @I Runners Management always require an HQ or Staff to be the originator, even on General Impulse.}
@EndList
@End @Section
@Section @Title {Visual-Verbal Communication @Reff 4.3.1} @Begin
@BulletList
@ListItem{@Unpinned units, on the same card, both under the same @Cover or neither one under a @Cover can communicate.}
@ListItem{@Pinned unit can always receive a @I Rally order.} #, all occcupants of a card can receive a @I{Cease Fire} or @I{Shift Fire} order.}
@ListItem{@I{Cease Fire} and @I{Shift Fire} can be issued to all occupants of a card whatever their situation is.}
@EndList
@End @Section
@Section @Title {Runners @Reff 4.3.2} @Begin
@BulletList
@ListItem{The CO HQ spends a Command to @I Dispatch a runner, place it next to the HQ or Staff it wishes to activate.}
@ListItem{On the next turn, if the Runner is not @Hit or @Pinned, activate the HQ or Staff and return the runner to the CO HQ.}
@ListItem{You start with 0 but can have up to 2 runners in play, they can be @I Dispatched the same Impulse they return.}
@EndList
@End @Section
@Section @Title {Networks @Reff 4.3.3} @Begin
@BulletList
@ListItem{BN TAC is privately used by BN HQ to order it's Staff and the CO HQs.}
@ListItem{CO TAC establish communication between CO HQ, it's Staff and PLT HQs.}
@ListItem{To be activated, the CO HQ must be connected to the BN HQ through the Staging Area.}
@ListItem{ARTY FD, MTR FD and AIR CTL are used by FOs and FACs only and must be connected to the Staging Area.}
@EndList
@End @Section
@Section @Title {Filed Phones @Reff 4.3.4} @Begin
@BulletList
@ListItem{Field Phones on the CO TAC automatically connect to the CO HQ's phone if on the same card or an adjacent one.}
@ListItem{Field Phones on other networks, automatically connect to the Staging Area from an adjacent card.}
@ListItem{Field Phones must connect via an unbroken string of @I{Phone Lines} when they are more than 1 card apart.}
@ListItem{A unit carrying @I{Phone Lines} may, as it moves and as a free action, lay a @I{Phone Line} in the card it leaves.}
@ListItem{A @I{Phone Line} supports any number of phones and phone networks.}
@ListItem{During the Combat Effects Phase a @I{Phone Line} has the following chances of being cut:
@BulletList
@ListItem{1-in-2 if on the same card as a @Incoming @VOF.}
@ListItem{2-in-3 if on the same card as a Good Order Enemy unit but no Good Order Friendly unit.}
@RawEndList}
@ListItem{If the last @Step of a unit with a Field Phone becomes a @Casualty, there is a 1-in-2 chance that it will be destroyed.}
@EndList
@End @Section
@Section @Title {Radios @Reff 4.3.5} @Begin
@BulletList
@ListItem{SCR536 allows communication within Line of Sight, ignoring visibility, but not from under a @Cover marker.}
@ListItem{SCR300, PRC25, PRC77, PRC119 and Vehicle Radios can communicate anywhere on the map.}
@ListItem{ICOM, PRR, PRC148, PRC152 even allow communication between PLT HQs and Squads on adjacent cards.}
@ListItem{If the last @Step of a unit with a Radio becomes a @Casualty, there is a 1-in-2 chance that it will be destroyed.}
@EndList
@End @Section
@Section @Title {Pyrotechnics @Reff 4.3.6} @Begin
@BulletList
@ListItem{Non-aerial devices can only be placed on the same card as the deploying unit.}
@ListItem{Aerial rocket devices (colored flares, illuminations) may also be placed on any adjacent card to the deploying unit.}
@ListItem{Units with @LOS to the signal (Aerial devices are always visible) will attempt to perform the associated Action.}
# https://boardgamegeek.com/thread/1841055/article/26823081
@ListItem{Smoke and WP can also be used to provide concealment or combat effects (@B G! -4): @Reff 4.3.6.C
@BulletList
@ListItem{Units must be able to trace a normal @LOS to the Smoke in order for it to be used as a signal.}
@ListItem{Smoke blocks @LOS at all levels as it does billow up in significant quantity.}
# @ListItem{Unit in a card with Smoke cannot fire out of the card, but can fire within the card.} @LOS
@ListItem{WP smoke can also be deployed in addition to any @Grenade Attack, Fire Mission, @AirStrike, Tanks... results.}
@RawEndList}
@ListItem{CS (Tear) gas screening effect is identical to Smoke, its combat effect is as below : @Reff 4.3.6.D
@BulletList
@ListItem{In the Enemy Activity Segment, all Good Order Enemy units in a card with CS are converted to {@FireTeam}s.}
@ListItem{They have a 2-in-3 chance of falling back, if they don't they are @Pinned in the same card.}
@ListItem{If they do, move them and mark them as @Exposed in a card out of @LOS or with the highest @Cover value.}
@ListItem{CS gas can be deployed as hand Grenades, with 40mm or Rifle Grenades, or used by @B G! capable Squads.}
@RawEndList}
@EndList
@End @Section
@Section @Title {Movements @Reff 5.1.1-4} @Begin
@BulletList
@ListItem{@Pinned and @LAT units may have limited Movement Actions. @Reff 4.2.5}
# the above is to prevent easy flanking https://boardgamegeek.com/thread/1817784/article/26460081#26460081
@ListItem{A friendly or ennemy unit cannot move through a @PDF when moving diagonaly.}
@ListItem{You may not @I{Attempt to Seek Cover} from under a @Cover marker.}
@ListItem{A unit can directly move into another card @Cover marker if it's unoccupied or friendly occupied.}
@ListItem{A unit can move directly to and from no @Cover and the @UpperStory marker. @Reff 5.2.2.B}
@ListItem{Mark as @Exposed any unit that perform a move action unless it successfully infiltrates, or moves into Staging Area.}
@ListItem{A unit can move between @Cover markers within the same or adjacent card without being marked as @Exposed.}
#@ListItem{Once marked as @Exposed, a unit cannot move to another card.}
#@ListItem{Once marked as @Exposed, a unit can still perform an unlimited amount of move actions within the same card.}
@ListItem{Once @Exposed, a unit can still perform any @Sym numbersign of actions within the same card, but cannot move to another card.}
@ListItem{To infiltrate, either the origin or the destination card must have a @VOF and the unit must not have a A @Over @Sym arrowright or H @VOF.}
@EndList
@End @Section
@Section @Title {Stacking @Reff 5.1.5} @Begin
@BulletList
@ListItem{Stacking limit on a card is 16 @Steps + 4 vehicles per side, do not count casualties or @Steps mounted on vehicles.}
@EndList
@End @Section
@Section @Title {Transportation @Reff{5.1.6, 7.4.1-2, capacity table 5.1.6 A}} @Begin
@BulletList
@ListItem{When a unit becomes a @Casualty it drops any it currently carries.}
@ListItem{When a unit is Pinned or Paralyzed it does not drop what it carries but can't move any farther until rallied.}
@ListItem{The @I{Pick up, Load, Unload, Embark or Disembark} action :
@BulletList
# https://boardgamegeek.com/thread/919079/article/11157425
# @ListItem{will mark as Exposed the unit and{@Sym slash}or vehicle that performs it.}
@ListItem{Will mark as @Exposed the unit that performs it.}
@ListItem{Cannot be issued to an unoccupied Jeep, a @Pinned or @I Paralized Team and orders:
@BulletList
@ListItem{a unit or vehicle's crew to load items onto or unload items from a vehicle.}
@ListItem{a unit to pick up items. Dropping items neither requires an order nor does mark the unit as @Exposed.}
@ListItem{a unit to embark onto a vehicle. Disembarking before or after the vehicle moves does not require an order.}
@RawEndList}
@ListItem{In the above, items can be Friendly @Casualty, Ammunition, Assets.}
@RawEndList}
@ListItem{You cannot transport @Prisoners.}
@EndList
@End @Section
@Section @Title {Line Of Sight @Reff 5.2.1} @Begin
@BulletList
@ListItem{You may automatically trace a @LOS into all adjacent cards.}
@ListItem{A @LOS is blocked past another card if either border being traced through on that card is dark.}
@ListItem{During normal visibility, the maximum @LOS is 3 cards, otherwise it is reduced to adjacent.}
@ListItem{@Smoke, @Incoming or @AirStrike markers block @LOS through and out of the card, thus units cannot fire out of it.}
@ListItem{Higher elevation allows units to track a @LOS over blocking terrain at lower level.}
@ListItem{The dark @LOS borders on the Hill card supersede any light borders on the non-Hill Terrain card. @Reff 5.2.2.A}
@EndList
@End @Section
@Section @Title {Cover @Reff 5.2.3} @Tag {cover} @Begin
@BulletList
@ListItem{Use the card's lower @Cover value for @Grenade, @Incoming, @AirStrike, same card @VOF or @PDF across a light border.}
@ListItem{@I Foxhole, @I Trench, @I Bunker, @I Pillbox, @I{Upper Story} and @I Church markers do not count against a card's @I{Cover Potential}.}
@ListItem{@I Bunkers, @I Pillboxes and @I Caves have a (x) limit to the number of @Steps that you can place under them.}
@ListItem{@Grenade or @Incoming @VOF receives a -1 modifier for every @Step above 3 under a targeted @Cover marker.}
@ListItem{Units under a @I Bunker, @I Pillbox or @I Cave marker may not fire but may be attacked at Point Blank Range.}
# https://boardgamegeek.com/thread/919231/article/11176192#11176192
@ListItem{The OP binocular symbol on the @I{Church Tower Cover} means that only 1 @Step can be inside it.}
@EndList
@End @Section
@Section @Title {Opening Fire and @PDF @Reff{6.1.1, 6.1.2, 6.2.3}} @Tag {pdf} @Begin
@BulletList
@ListItem{Non-engaged units open fire on a card within @LOS and range when it has a spotted enemy and no friendly units.}
@ListItem{In case of multiple spotted enemy-occupied cards : Closest @Sym arrowright Projecting the highest @VOF @Sym arrowright Randomly.}
@ListItem{Units moving into a card that already has a @PDF marker immediately open fire along the @PDF.}
@ListItem{A firing unit loses its @PDF if an enemy unit enters its card. It automatically shifts its fire to the enemy unit.}
@ListItem{When a @B{lone enemy unit} with a friendly @VOF moves to another card within @LOS and range :
@BulletList
@ListItem{if it moves along the @PDF, the friendly @VOF will follow it to the new card.}
@ListItem{if it was on the same card with a friendly unit, any @VOF will follow it to the new card and a @PDF is placed.}
@RawEndList}
@ListItem{A firing unit stops if ordered to @I{Cease Fire}, @I{Shift Fire}, or @I Move, has an @Incoming or @Smoke marker on its card.}
@ListItem{A unit ordered to @I{Cease Fire}, automatically reopens fire on the closest spotted enemy unit within @LOS and range.}
@ListItem{A @Smoke marker on a card along the @PDF will block fire through it, move the @VOF to that card.}
#@ListItem{Attempts to @I{Concentrate Fire} and @I {Ranged Grenade} attack may only be attempted along the @PDF.}
@EndList
@End @Section
@Section @Title {@VOF @Reff{6.2.1, 6.2.2}} @Begin
@BulletList
@ListItem{Basic @VOF markers are automatically projected and apply to all units on a card. @Reff{see Section @NumberOf{pdf} PDF}}
@ListItem{These are : All @B{P}inned (+2), @B{S}mall Arms (@B S +0), @B{A}utomatic Weapons (@B A -1), @B{H}eavy Weapons (@B H -3).}
# FIXME explain All Pinned
# 6.2.1 : A/S G! anti-tank white circle
@ListItem{Special @VOF always require Commands and special prodecure, they do not need to follow a @PDF to be used.}
@ListItem{@I{Cross Fire} (-1) @B{1 per card} : applies on any card when there is 2+ {@PDF}s directed at it.}
@ListItem{@I{Concentrated Fire} (-1) @B cumulative : applies to a unit or a group of units under a single @Cover marker. @Reff{see Section @NumberOf{cover} Cover}}
@ListItem{@Grenade attack (@B G! -4 for US and DE) (-3 for others) @B cumulative :
@BulletList
#@ListItem{Are cumulative.}
@ListItem{Applies either to a single unit or to a group of units under a single @Cover marker. @Reff{see Section @NumberOf{cover} Cover}}
@ListItem{Do not apply the @Rain, @Smoke or @I{Current Visibility} modifiers to it.}
@ListItem{If the target moves out of the card, remove all its @Grenade {@VOF}s and replace them with a single @Grenade miss.}
@RawEndList}
@ListItem{@Grenade miss (-1), @B{1 per card}, add its value to the @VOF of the card, apply all the modificators to it.}
# S! impacts Commands draw, see card 55
@ListItem{@I Sniper (@B S! -3 on 1 unit) (@B S +0 on the card), randomly select a target from @Exposed units first if some exists.}
@ListItem{@Incoming{@Sym slash}@AirStrike (@B I! -3..-8 depends of the firing unit)
@BulletList
@ListItem{Use the card lower @Cover value, and if there is one apply the @I Burst icon modifier to @Incoming only.}
@ListItem{Do not apply the @Rain, @Smoke or @I{Current Visibility} modifiers to it.}
@RawEndList}
@ListItem{@I Mines (@B M! -4), do not apply the @Rain, @Smoke or @I{Current Visibility} modifiers to it. FIXME}
@ListItem{@I{Demoliton Charge} (@B D! -4), attacks a specific @Cover marker or building. FIXME}
@ListItem{@I{Demoliton Charge Miss} (-2), @B{1 per card}, add its value to the @VOF of the card, apply all the modificators to it.}
@ListItem{@I Flamethrower (@B F! -4), attacks a specific @Cover marker or building. FIXME PointBLank or Close}
@EndList
@End @Section
@Section @Title {Combat Resolution @Reff 6.3} @Begin
@BulletList
@ListItem{For each unit on a card containing a @VOF marker:
@BulletList
@ListItem{Determine the lowest @VOF from All @B{P}inned, @B S, @B A, @B H, @B S!, @B D!, @B F!, @B M!, @B I!, @B G!+, see card @Sym numbersign 54.}
@ListItem{Apply the visibility modifiers (@Rain, @Smoke, @I Illumination, @I{Observation Devices}), see card @Sym numbersign 52.}
@ListItem{Apply the modifiers based on the defending unit's @I Status and @Cover, see card @Sym numbersign 53.}
@ListItem{Apply all other applicable modifiers (@I{Concentrated Fire}, @I{Cross Fire}, @I{G! Miss}, @I{D! Miss}), see card @Sym numbersign 53.}
@ListItem{Draw a card and find the result depending of the above computed @NCM.
@BulletList
@ListItem{MISS : remove the unit's @Pinned marker if there is one.}
@ListItem{PIN : place a @Pinned marker on the unit.}
# FIXME : remove PIN page 33
@ListItem{HIT : draw another card and find the HIT EFFECT according to the @XP of the hit unit.}
@ListItem{Each letter shows the Limited Action Team to which 1 @Step of the unit Converts :
@BulletList
@ListItem{@B C @Casualty, @B P @ParalyzedTeam, @B L @LitterTeam, @B F @FireTeam, @B A @AssaultTeam}
@ListItem{If a Good Order unit has a @FireTeam on it's reverse, flip it instead of converting to an @AssaultTeam.}
@ListItem{If all but one @Step of a unit are convertet to {@LAT}s, the last @Step becomes a @FireTeam.}
@RawEndList}
@RawEndList}
@ListItem{Apply all results immediately, do not change and @VOF or @PDF markers yet, as combats happen simultaneously.}
@RawEndList}
@EndList
@End @Section
@Section @Title {A @Reff x} @Begin
@BulletList
@ListItem{i}
@EndList
@End @Section
@EndSections
@End @Text
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