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authorJérémy Zurcher <jeremy@asynk.ch>2018-05-22 14:30:28 +0200
committerJérémy Zurcher <jeremy@asynk.ch>2018-05-22 14:30:28 +0200
commitaad90bb5eb9a69d24122b2a7b256e4c19b4623f6 (patch)
tree353fb784efc69fcb8db64f6678579018e0b80e3c
parent0bc619ea8d4c50b5318f3922ab58894b6e2c5335 (diff)
downloadrules-vault-master.zip
rules-vault-master.tar.gz
ankOnTank : regenerateHEADmaster
-rw-r--r--TankOnTank.html40
1 files changed, 21 insertions, 19 deletions
diff --git a/TankOnTank.html b/TankOnTank.html
index 0b91d04..e399a4b 100644
--- a/TankOnTank.html
+++ b/TankOnTank.html
@@ -13,24 +13,24 @@
<div id='ptoc'>
<ul>
-<li>1 <a href="#hdr1">stacking</a></li>
-<li>2 <a href="#hdr2">facing</a></li>
-<li>3 <a href="#hdr3">phase</a>
+<li>1 <a href="#hdr1">Unit Stacking</a></li>
+<li>2 <a href="#hdr2">Facing</a></li>
+<li>3 <a href="#hdr3">Phase</a>
<ul>
-<li>3.1 <a href="#hdr3.1">turn</a></li>
-<li>3.2 <a href="#hdr3.2">action_points</a></li>
+<li>3.1 <a href="#hdr3.1">Turn</a></li>
+<li>3.2 <a href="#hdr3.2">Action Points</a></li>
</ul></li>
-<li>4 <a href="#hdr4">hq_activation</a></li>
-<li>5 <a href="#hdr5">promotion</a></li>
-<li>6 <a href="#hdr6">massed_activation</a></li>
-<li>7 <a href="#hdr7">movement</a>
+<li>4 <a href="#hdr4">HQ Activation</a></li>
+<li>5 <a href="#hdr5">Field Promotion</a></li>
+<li>6 <a href="#hdr6">Massed Activation</a></li>
+<li>7 <a href="#hdr7">Movement</a>
<ul>
-<li>7.1 <a href="#hdr7.1">reinforcement</a></li>
-<li>7.2 <a href="#hdr7.2">exit</a></li>
+<li>7.1 <a href="#hdr7.1">Reinforcement</a></li>
+<li>7.2 <a href="#hdr7.2">Exit</a></li>
</ul></li>
-<li>8 <a href="#hdr8">combat</a></li>
+<li>8 <a href="#hdr8">Combat</a></li>
</ul>
</div>
@@ -44,8 +44,9 @@ There is no moving through hexes containing units. </p>
<div id='p2'>
<p>A unit always faces an hexside and has a 180° <a href="#glos6">Front Arc</a>.<br>
A unit can only shoot at enemy units located in it&#39;s front arc.<br>
-Hexes outside this arc are flank hexes.<br>
-<a data-fancybox='gallery' data-caption='' href='TankOnTank/facing.png'><img src='TankOnTank/facing_th.png'></a></p>
+Hexes outside this arc are flank hexes. </p>
+
+<p><a data-fancybox='gallery' data-caption='' href='TankOnTank/facing.png'><img src='TankOnTank/facing_th.png'></a></p>
</div>
<h2 id="hdr3">3 Phase</h2>
@@ -65,8 +66,6 @@ At the the end of each turn, check to see if the scenario is at an end. </p>
</div>
<h3 id="hdr3.2">3.2 Action Points</h3>
<div id='p3.2'>
-<p>each unit can only move once each turn </p>
-
<ul>
<li>1 <a href="#glos1">AP</a> allows a player to :
@@ -83,6 +82,8 @@ At the the end of each turn, check to see if the scenario is at an end. </p>
</ul></li>
</ul>
+<p>A unit can only move once and fire once each turn.</p>
+
</div>
<h2 id="hdr4">4 HQ Activation</h2>
<div id='p4'>
@@ -94,7 +95,7 @@ Another <a href="#glos2">HQ</a> can be activated for a movement this way,<br>
but the later does not in turn activate adjacent units. </p>
</div>
-<h2 id="hdr5">5 Promotion</h2>
+<h2 id="hdr5">5 Field Promotion</h2>
<div id='p5'>
<p>An eliminated <a href="#glos2">HQ</a> can replace an on map unit of the same type.<br>
Keep the facing, movement and fire status of the replaced unit. </p>
@@ -108,7 +109,8 @@ Immediatly end the player&#39;s phase if the amount of available <a href="#glos1
</div>
<h2 id="hdr7">7 Movement</h2>
<div id='p7'>
-<p><a href="#glos3">MP</a> cannot be saved from one turn to the other.<br>
+<p>A unit can only move once each turn.<br>
+<a href="#glos3">MP</a> cannot be saved from one turn to the other.<br>
Once it&#39;s movement is complete, a unit can face any direction.<br>
An activated unit can at least move one hex if the movement is legal.<br>
Woods and Town hexes cost 1 extra <a href="#glos3">MP</a> if not entering from a Road side.<br>
@@ -138,7 +140,7 @@ A unit qualifies for <a href="#glos5">Road March</a> bonus if following a road t
<li><a href="#glos7">Line Of Sight</a></li>
</ul>
-<p>...</p>
+<p>A unit can only fire once each turn.</p>
</div>
<h2>Glossary</h2><dl><dt id='glos1'>AP</dt><dd>Action Point</br>