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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
aformat { @Cell A }
{
@Row paint {@Withdrawal} format { @Cell 16p @Font @B A } A{Withdrawal 10p @Font 10.3.1 @Sym slash Retreat 10p @Font 14.3.3 @Version 1}
@Rowa rulebelow {yes} A{ //
@RawBulletList
@ListItem{@Underline @B Withdrawal : @B 1-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
#@ListItem{remove @I Regrouping markers @B unless @Russian @I{Out of Command}}
#@ListItem{may attempt to @I Withdraw when under @I Assault @Reff 10.5.3.1}
@ListItem{@B cannot withdraw from an hex with a @I Nationality marker @Reff 10.5.3.2}
@ListItem{@B cannot enter an enemy-occupied or a @I{Primary Impact Hex} @Reff 11.4.7}
#@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
@RawEndList
}
@Rowa rulebelow {yes} A{ //
@RawBulletList
@ListItem{@Underline @B Retreat : @B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
#@ListItem{@Underline @I Retreat : triggers @B no enemy @I Reaction}
#@ListItem{@B 2-4 hexes non-vehicular units, @B not @I{Towed Guns} or @I FPs}
#@ListItem{unloaded @I{Towed Guns}, @I Shocked vehicles, and @I FPs are eliminated}
@ListItem{@B cannot end in a @I{Mortar Impact Hex}}
@ListItem{@B may retreat @B 1 hex if the destination is a @I cover-terrain hex, /.3v contains a vehicle, or the hexside crossed is a wall}
@ListItem{units are eliminated @B if must retreat through prohibited hex(sides)}
#@ListItem{@B must follow the priorities, even if it means retreating into a hex containing a minefield or wire}
#@ListItem{units are eliminated @B if forced to retreat into or across prohibited hexes or hexsides}
#@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex} @Reff 11.4.7}
@ListItem{@B 4 MPs vehicles, can retreat freely, are marked with @I{Green motion}
@BulletList
@ListItem{@I FVs and @I Carriers are eliminated @B if forced to retreat through :
@BulletList
@ListItem{forest @B or not along tree-lined road @Sym slash railroad}
@RawEndList}
@ListItem{are @B not affected by enemy-occupied hexes}
@RawEndList}
@RawEndList
}
@Rowa A{ //
@RawBulletList
@ListItem{@B must take the shortest route toward FBE, @I Assembly or @Russian @I leader} # 16.1.8
@ListItem{max @B 3 hexes @B if at @I Night @B or through 1 or more /.3v River, Marsh, Jungle, Urban Building, or Sunken Road hex}
@ListItem{@B must resolve @I MDRM upon exiting any @I{Impact Hex}, @B no @I TEMs @Reff 11.4.7} # FIXME not assault hex
@ListItem{@B allowed to move @B adjacent to a @I{Good Order} enemy @I combat unit @B if :
@BulletList
@ListItem{the enemy hex is a @I{Primary Impact Hex} @B or @I{Nationality Hex}}
@ListItem{@B or the entered hex contains a @I{Good Order} friendly @I combat unit}
@RawEndList}
@ListItem{@Underline{movement priority} (@B no consecutive lateral moves) :
@BulletList
@ListItem{@B allowed shortest path, then @Mark @B{not allowed} adjacent to an enemy}
@ListItem{hex @B{further away} from the origin @B if forced by impassable terrain}
@ListItem{@B may move along an impassable @I River to reach a @I bridge or @I Ford}
@ListItem{@B may be forced to @Underline @I retreat into an enemy-occupied hex, @B Breakout}
@RawEndList}
@RawEndList
}
@Rowa ruleabove {yes} A{ //
@RawBulletList
@ListItem{@Underline @B Withdrawal :
@BulletList
@ListItem{remove @I Regrouping marker @B unless @Russian @I{Out of Command}}
@ListItem{mark @I Regrouping @B if moved in @Mark @B unless @I Disrupted}
@RawEndList}
@ListItem{@Underline @B Retreat :
@BulletList
@ListItem{@B if not @I Disrupted @B and moved in @Mark @B unless it's an @I{Assault Arrow Hex} /.3v @B or the hex entered is an @I Urban hex :
@BulletList
#@ListItem{each unit conduct a @I Cohesion check, @I Disrupt on failure, @Japanese or @Russian only the best}
@ListItem{each unit conducts a @I Cohesion check and @I Disrupt on failure}
@ListItem{@Japanese or @Russian only the best unit conducts a @I Cohesion or is @I Reduced}
@RawEndList}
@ListItem{@B Breakout units conduct a @I Cohesion check, @B cannot end in this hex}# @Reff 14.3.3.6}
@RawEndList}
@RawEndList
}
}}
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