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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
aformat { @StartHSpan @Cell A | @HSpan }
{
@Row paint {@Recovery} format { @StartHSpan @Cell 16p @Font @B A | @HSpan } A{Recovery 10p @Font 12.1 @Version 1}
# @Row format { @StartHSpan @Cell A | @HSpan } A{
# @I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2
# }
@Row format { @StartHSpan @Cell A | @HSpan } A{ //
@RawBulletList
@ListItem{@I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2}
@ListItem{@I Regrouping units may @B only @I Fire ({red @Colour -1}), @I Recover or @I Withdraw @Reff 1.3.6}
@EndList
}
#@Rowa A {@Underline{Disruption @Sym slash Regrouping}}
@Rowa A{
|| @Tbl
rule {yes}
cformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C }
aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C }
bformat { @Cell ruleleft {no} i{ctr} @B A | @StartHSpan @Cell B | @HSpan }
{
@Rowc paint {@Odd} ruleabove {no} B{Disrupted unit} C{Regrouping hex}
@Rowa paint {@Even} A{Recover} B{@Sym lessequal @I Cohesion} C{}
@Rowa paint {@Odd} A{Rally} B{@Sym lessequal 1} C{@Sym lessequal best @I combat unit @I Cohesion /.3v (or non-vehicular, @B no @I Heroism)}
@Rowb paint {@Even} A{Heroic} B{@B if roll 10 @B and is an infantry @B and enemy within 5 hexes}
#/.3v @I Disrupted @Sym arrowright @I Recover, @I Regrouping @Sym ampersand @I leader @Sym arrowright @I Rally}
}
}
@Rowa A{
@Tbl
indent {left}
rule {yes}
aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C }
{
@Rowa paint {@Even} ruleabove {no} A{red @Colour -1} B{Elite} C{@I Disrupted or is @I Regrouping best unit}
@Rowa paint {@Odd} A{red @Colour -1} B{Leader} C{1 @I Disrupted unit or 1 @I Regrouping hex}
@Rowa paint {@Even} A{+1} B{Suppressed}
@Rowa paint {@Odd} A{+1} B{@Japanese or @Russian} C{@I Regrouping}
}
}
@Rowa A{
// @RawBulletList
@ListItem{@B rallied units may conduct an additional @I Action}
@ListItem{a @B Heroic unit has a @I Cohesion of @B 8, a @I Maneuver of @B 3 hexes, @LLP and suffers a @I Casualty instead of @I Disrupting @Reff 12.6
@BulletList
#@ListItem{ and suffers a @I Casualty instead of @I Disrupting @Reff 12.6}
@ListItem{in the same hex, @I Disrupted units automaticaly @I Recover}
@ListItem{and @I Regrouping units @Sym ampersand @I leader that assisted @I Rally}
@ListItem{@B unless it is in an @I Assault hex, it selects the closest (@I LOS) target
@BulletList
@ListItem{@B immediatly moves towards it, @B assault within @B 3 hexes}
@ListItem{@B if the closest target is assaulting, the @I Hero reinforce the assault}
@RawEndList}
@RawEndList}
@RawEndList
}
#@Row format { @Cell @Underline A | @StartVSpan @Cell B } A {Schock}
@Row format { @Cell A | @Cell B } A {
|| @Tbl
indent {left}
rule {yes}
aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B }
{
@Row format {@StartHSpan @Cell rule {no} @Underline A | @HSpan } A{Shock Recovery}
@Rowa paint {@Even} ruleabove {no} A{1} B{Rally}
@Rowa paint {@Odd} A{2-4} B{Recover}
@Rowa paint {@Even} A{5-7} B{-}
@Rowa paint {@Odd} A{8-10} B{Knocked Out}
}
}
B {
@BulletList
# FIXME 12.6.2 Restrictions stays in assaulted hex, closest is assaulting enemy, reiforce friends
# @ListItem{an @B heroic unit targets the closest enemy
# @BulletList
# indent { .2c }
# @ListItem{@B must @I Maneuver towards it}
# @ListItem{@B and assault it when within 3 hexes}
# @RawEndList}
# @ListItem{@B has a @I Cohesion of 8, a @I Maneuver of 3 hexes}
# @ListItem{suffers a @I Casualty instead of @I Disrupting}
@ListItem{@I Heroic marker is @B lost @Reff 12.6.4 :
@BulletList
@ListItem{if the target hex is vacant /.3v after Fire Resolution or before Action}
@ListItem{when under @I Assault and the units @I Feint}
@ListItem{after @I Assault prior to @I Cohesion checks}
@RawEndList}
@EndList
}
}}
|