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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
{
@Row paint {@ATDRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
A{Anti-Tank Fire 10p @Font 11.5} B{@Sym less -4 @B not allowed |.2c [-4 ; +8]}
@Row format { @StartHSpan @Cell A | @HSpan } A{ //
@RawBulletList
@ListItem{@B if @I ATV < 0, can @B only target @I Carrier or @I FV (@I exc : @Russian Anti-Tank Rifles) @Reff11.5.a}
@ListItem{@I ATV is @B limited to @B 1 when targeting an @I FP or @I{Towed Gun} @Reff11.5.b}
@ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
@ListItem{@B may fire at @I vehicles or @I{Towed Guns} in hexes containing friendly units @Reff 11.5}
@ListItem{@B must distribute @I{Anti-Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
@ListItem{@B if an @I AFV fires its @I Riders @B must unload @Reff 10.4.6.2.c}
@EndList
}
@Row format { @StartHSpan @Cell A | @HSpan }
A{ || @Tbl
indent {ctr}
rule {yes}
#aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan }
bformat { @Cell rule {no} paint {none} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E | @Cell @B F | @Cell @B G | @Cell @B H | @Cell @B I }
cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G | @Cell H | @Cell I }
{
#@Rowa B{Range}
@Rowb ruleabove {no} paint {@Odd} A{DRM} B{LATW} C{4} D{5} E{15} F{18} G{21} H{24} I{30}
@Rowc paint {@Even} A{-} B{1} C{1} D{1} E{1-5} F{1-6} G{1-7} H{1-8} I{1-10}
@Rowc paint {@Odd} A{red @Colour -1} B{2} C{2} D{2} E{6-10} F{7-12} G{8-14} H{9-16} I{11-20}
@Rowc paint {@Even} A{red @Colour -2} B{3} C{3-4} D{3-5} E{11-15} F{13-18} G{15-21} H{17-24} I{21-30}
}
}
@Row format { @StartHSpan @Cell A | @HSpan }
A{ /.1v @Tbl
indent {left}
rule {yes}
aformat { @StartHSpan @Cell ruleleft {no} i{left} A | @HSpan | @HSpan }
bformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C }
{
@Rowb ruleabove {no} paint {@Even} A{+1} B{Elite} C{firing unit is @I Elite}
@Rowb paint {@Odd} A{+1} B{Towed Gun ambush} C{@I{Towed Gun} fired when revealed from @I Hidden}
@Rowb paint {@Even} A{red @Colour -1} B{Hindrances} C{for each applicable @I Hindrance}
@Rowb paint {@Odd} A{red @Colour -1} B{Concealed Target} C{target is @I Concealed}
@Rowb paint {@Even} A{red @Colour -1} B{Motion Target} C{target has a @I red or @I {green motion} marker}
@Rowb paint {@Odd} A{red @Colour -1} B{Hulldown} C{behind a @I wall, at higher level, in a @I building /.3v @B not if fire comes @B along an enclosed road}
@Rowb paint {@Even} A{red @Colour -1} B{Opportunity Fire} C{target entered @B 3+ contiguous open hexes in @I LOS}
@Rowb paint {@Odd} rulebelowwidth {.1v} A{red @Colour -1} B{Suppressed Fire} C{@Sym numbersign applicable @I DRM @Sym slash 2 @Sym arrowup } # /.3v @I{SA{@Sym slash}MDRM} : @I{non-vehicular} (@B not @I FP), @I FV, @I Carrier /.3v @I ATDRM : @I vehicular, @I{Towed Gun}}
@Rowb paint {@Even} A{red @Colour -2} B{Towed Gun} C{target is a @I{Towed Gun} in an @I IP or @I building hex}
@Rowa ruleabovewidth {.1v} A{@B not @I LATW}
@Rowb paint {@Odd} A{red @Colour -3} B{Split Fire} C{@I Fire at 2 targets, through 1 single hexside}
@Rowb paint {@Even} A{red @Colour -1 @Sym slash red @Colour -2} B{Motion Fire} C{0 @Sym slash 1 hex : @I{Shoot @Sym ampersand Scoot} or @I{Halt @Sym ampersand Fire}}
}
}
@Row format { @StartHSpan @Cell A | @HSpan }
A{ //
@RawBulletList
@ListItem{units marked with an @I ATDRM @B may conduct normal @I Actions @Reff 11.5.1.a}
#@ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
#@ListItem{@B may @I Fire at @I vehicles or @I{Towed Guns} in hexes in @I LOS containing friendly units @Reff 11.5}
#@ListItem{@B must distribute @I{Anti Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
#@ListItem{@B if @I ATV < 0, @I Fire is @B limited to @I Carrier and @I FV targets only @Reff11.5.a}
#@ListItem{@I ATV is @B limited to @B 1 when firing against an @I FP or @I{Towed Gun} @Reff11.5.b}
@ListItem{@I LATW @B may @I Maneuver 1 hex and fire, @B if the hex entered is @Reff 11.5.2 :
@BulletList
@ListItem{a @I{cover-terrain}, behind a cover hexside, contains an @I IP or friendly @I combat unit}
@RawEndList}
@EndList
}
}}
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