summaryrefslogtreecommitdiffstats
path: root/LastHundredYards/tables/withdrawal.lou
blob: fe443cad5e0a49e64517d759a0f7999901b6c0fd (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
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
  }
}}