summaryrefslogtreecommitdiffstats
path: root/LastHundredYards/tables/assault.lou
blob: 34a098507a0777c7da7db2075cdfc8f3c38eab72 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
90d @Rotate black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
  #rule {yes}
  margin {.05c}
  aformat { @StartHSpan @Cell A | @HSpan }
  bformat { @Cell A | @Cell B}
{
  @Row paint {@Assault} format { @StartHSpan @Cell 16p @Font @B A | @Cell i{right} B} A{Assault 10p @Font 14.0} B{[-4 ; +4]}
  @Rowa A{ //
    @RawBulletList
    @ListItem{non-@I vehicular may assault from @B 2 hexes (@B 3 if @I Heroic), @I vehicles from @B 3 hexes @Reff 10.5.2.2}
    @ListItem{remove all but 1 @I Heroic marker per nationality} @ListItem{the assault is resolved immediatly under any of these conditions :
      @BulletList
      @ListItem{@I{Towed Gun, @I Carriers, VFs, Shocked AFVs} are @I Destroyed @B if they are defending with a single non-@I{Shocked AFV}}
      @ListItem{@I{LATWs} are @I Destroyed @B if they are defending with a single @I undisrupted non-@I Shocked unit}
      @ListItem{@B if non-@I combat units @B only are fighting, the force with the lesser @I Cohesion (random) @B must retreat}
      @ListItem{@B if @I AFVs @B only are fighting, the force with the lesser @I ATV (random) @B must retreat}
      @RawEndList}
    @EndList
  }
  @Rowb A{ ||
    @Tbl
      rule {yes}
      aformat { @Cell ruleleft {no} @B A | @Cell @I B | @Cell C }
    {
      @Rowa paint {@Odd} ruleabove{no} A{[ red @Colour -3 ; +3]} B{Cohesion diff} C{if both sides have @I combat unit}
      @Rowa paint {@Even} A{red @Colour -2} B{Urban bldg} C{non-@I{vehicular combat} unit @Sym slash @I leader}
      #@Rowa paint {@Even} ruleabove{no} A{red @Colour -2} B{Urban bldg} C{non-@I{vehicular combat} unit or @I leader}
      @Rowa paint {@Odd} A{red @Colour -1} B{up Hill} C{}
      @Rowa paint {@Even} A{red @Colour -1} B{Concealed} C{@I combat unit}
      @Rowa paint {@Odd} A{red @Colour -1} B{IP, Wall, Rural bldg} C{non-@I vehicular}
      @Rowa paint {@Even} A{red @Colour -1} B{Framented Assault} C{units from different Companies}
      @Rowa paint {@Odd} A{red @Colour -1 @Sym slash +1} B{Vehicle in motion} C{@I AV is reduced if in motion}
      @Rowa paint {@Odd} A{+1} B{Regrouping} C{}
      @Rowa paint {@Even} A{+1} B{Heroic vs FP} C{}
      @Rowa paint {@Odd} A{+2} B{Envelopment} C{@Russian Coordinated Activation}
      @Rowa paint {@Even} A{+1 @Sym slash +2} B{@I LATW @Sym slash @I FT} C{vs @I{FP @Sym slash Towed Gun @Sym slash Urban bldg}}
    }
  }
  B{ //
    @RawBulletList
    @ListItem{units @B eligible for assault :
      @BulletList
      @ListItem{@B not @I Disrupted, @I Regrouping or @I Shocked}
      @ListItem{@I FVs, @I HTs @B cannot assault an @I AVF or @I{Towed Gun}}
      @ListItem{@I AFVs @B without @I Riders}
      @ListItem{@I leader, @I LATW, @I FTs, with @I combat unit or @Mark}
      @ListItem{@I FVs, @I HTs with friendly infantry or @I AFV, or @Mark}
      @ListItem{@Mark reinforcing a @I combat unit of the same @I Plt}
      @ListItem{@Russian @B not a @I leader /.3v @B or Out of Command @B unless @I Heroic}
      @RawEndList}
    @EndList
    @BulletList
    @ListItem{per side, consider @B{at most} (apply the result to @B all):
      @BulletList
      @ListItem{4 non-@I{vehicular combat} steps}
      @ListItem{1 @I leader, 1 @I LATW, 1 @I FT}
      @ListItem{1 @I vehicle}
      @RawEndList}
    #@ListItem{but @B apply the result to @B all units}
    @EndList
#    @BulletList
#    @ListItem{Final Assault DRM @Sym bracketleft{@Char plusminus 4}@Sym bracketright :
#      @BulletList
#      @ListItem{+ @Sym summation Attacker @I AV}
#      @ListItem{- @Sym summation Defender @I AV}
#      @ListItem{+ best @I combat @I Cohesion diff @Sym bracketleft{@Char plusminus 3}@Sym bracketright}
#      @ListItem{+ DRMs}
#      @RawEndList}
#    @EndList
  }
  @Rowa A{
    / @Tbl
      indent {ctr}
      rule {yes}
      iv{ctr}
      aformat { @Cell rule {no} paint {no} A | @Cell @B B | @Cell @B C | @StartVSpan @Cell iv {ctr} 90d @Rotate Y | @Cell paint {@Dark} | @Cell paint {@Dark} @B D | @Cell paint {@Dark} @B E | @Cell paint {@Dark} @B G | @Cell @B H | @StartVSpan @Cell iv {ctr} 90d @Rotate Z | @Cell @B I }
      bformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @VSpan | @StartVSpan @Cell paint {@Dark} iv {ctr} 90d @Rotate X | @Cell D | @Cell E | @Cell G | @Cell H | @VSpan | @Cell I }
      cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @VSpan | @VSpan | @Cell D | @Cell E | @Cell G | @Cell H | @VSpan | @Cell I }
    {
      @Rowa ruleabove {no} paint{@Even} A{[ red @Colour -4 ; +4]} B{Urban /.3v Assault} C{Vehicle /.3v Destruction} D{Retreat /.3v hexes} E{Casualty} F{Disrupt} G{Cohesion /.3v Check} H{Advance} I{Regrouping}
        Y{@I @RNP unload} Z{@I Leader @Sym ampersand @I FP : @I Casualty on 1 - 10}
      @Rowb paint{@Odd} A{14} B{} C{attacker} D{4} E{@Bullet all @LLP @Japanese @Russian best} F{2-4} G{@LLP @Japanese @Russian others} H{attacker} I{@LLP @Japanese @Russian defenders}
        X{defenders}
      @Rowc paint{@Even} A{10 - 13} B{} C{both} D{2-4} E{@Bullet @I disrupted @LLP @Japanese @Russian best} F{@Bullet @I undisrupted} G{@I undisrupted @LLP @I disrupt first} H{} I{@LLP @Japanese @Russian defenders}
      @Rowc paint{@Odd} A{6 - 9} B{roll : 6-7 /.3v both} C{both} D{2-4} E{} F{} G{@Bullet all @LLP @Japanese @Russian best} H{} I{@I undisrupted}
      @Rowb ruleabovewidth {.1v} paint{@Even} A{2 - 5} B{roll : 4-5 /.3v attacker} C{both} D{2-4} E{} F{} G{@Bullet all @LLP @Japanese @Russian best} H{} I{@I undisrupted}
        X{attackers}
      @Rowc paint{@Odd} A{red @Colour -1 - 1} B{} C{both} D{2-4} E{@Bullet @I disrupted @LLP @Japanese @Russian best} F{@Bullet @I undisrupted} G{@I undisrupted @LLP @I disrupt first} H{} I{@LLP @Japanese @Russian attackers}
      @Rowc paint{@Even}  A{@Sym less red @Color -1} B{} C{defender} D{4} E{@Bullet all @LLP @Japanese @Russian best} F{@Bullet all} G{@LLP @Japanese @Russian others} H{defender} I{@LLP @Japanese @Russian attackers}
    }
    #//.3v @Mark @I Retreat is limited to 3 hexes through a River, Marsh, Jungle, Urban Building, or Sunken Road hex, or at Night
  }
  @Rowb A{
    @BulletList
#    @ListItem{all of the @B above @B only applies to non-@I vehicular units
#      /.3v @B except for @I{Vehicle Destruction Attempt}}
    @ListItem{@Underline{Urban Assault} @Reff 14.3.1 : the best @I Cohesion (random) @I combat unit
      /.3v suffers a @I Casualty @B but does not @I Disrupt}
    @ListItem{@Underline{Vehicle Destruction Attempt} @Reff 14.3.2 :
      @BulletList
      @ListItem{the player @B must have an @I undisrupted, @I combat unit, @I LATW or @I FP}
      @ListItem{the chosen target is @I Destroyed on @Sym greaterequal 10, apply @B Collateral @I Damage}
#      @ListItem{@RNP in the @I{Assault Hex} @B must all @B unload}
      @RawEndList}
    @ListItem{@Underline Retreat (@B unless all enemy units are eliminated) @Reff 14.3.3 :
      @BulletList
      @ListItem{unloaded @I{Towed Gun}, @I Shocked @I AFVs and @I FPs are eliminated}
      @ListItem{is limited to 3 hexes through a River, Marsh, Jungle, Urban Building, /.3v or Sunken Road hex, or at Night}
      @ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion}}
      @ListItem{units are eliminated @B if must retreat through prohibited hex(sides)}
      @RawEndList}
    @ListItem{@Underline Advance is allowed once per turn per unit, they may :
      @BulletList
      @ListItem{conduct and resolve a second Assault, or reinforce an existing Assault}
      @RawEndList}
    @ListItem{@Underline Regrouping : @I non-vehicular @I undisrupted units, may @B only :
      @BulletList
      @ListItem{@I{Small Arms Fire} at adjacent -1, @I Recover or @I Withdraw}
      @ListItem{is removed immediately when a unit @I Recovers, @I Disrupts, or @I Withdraws}
      @RawEndList}
    @EndList
  }
  B{
    @Tbl
      rule {yes}
      iv {ctr}
      aformat { @Cell ruleleft {no} paint {no} @B A | @Cell paint {no} @I B }
      bformat { @Cell ruleleft {no} @B A | @Cell B }
    {
      @Rowa paint {@Even} ruleabove{no} A{DRM} B{friendly unit, cumulative @I DRM if any}
      @Rowb paint {@Odd} A{+2} B{@Bullet @I Squad or @I FP @B or
        /.2v @Bullet @German @I MG, Inf. @I Section after 9{@Sym slash}43 @B or
        /.2v @Bullet reduced @Japanese @Russian @I Squad or @I Section}
      @Rowb paint {@Even} A{+1} B{ @Bullet unit with an @I ATV @Sym greaterequal 0 @B or
        /.2v @Bullet @German @I Squad or @I FP after 9{@Sym slash}43
        }
      @Rowb paint {@Odd} A{+1} B{@Bullet @I Heroic unit @B or
        /.2v @Bullet unit with an @I AV @Sym greater 2 @B or
        /.2v @Bullet @Japanese @Russian @I Squad
        }
      @Rowa paint {@Even} ruleabove{no} A{DRM} B{cumulative @I DRM if the @I Vehicle is}
      @Rowb paint {@Odd} A{+3} B{ @Bullet with 0 good order @I combat unit
        /.2v in or adjacent to a @I{cover-terrain}
        /.2v hex, hex side or @I IP
        }
      @Rowb paint {@Even} A{+2} B{@Bullet a @I Carrier or @I Shocked @I AVF}
      @Rowb paint {@Odd} A{+1} B{@Bullet an @I AFV that entered a @I Sunken /.3v @I road throught the hedgerows} # 4.1.9.1.1.d
      @Rowb paint {@Even} A{red @Colour -1} B{@Bullet in @I Motion}
    }
  }
}}