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authorJérémy Zurcher <jeremy@asynk.ch>2018-05-21 16:59:35 +0200
committerJérémy Zurcher <jeremy@asynk.ch>2018-05-21 16:59:35 +0200
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+<html>
+ <header>
+ <link href="retro.css" media="screen, projection" rel="stylesheet" type="text/css">
+ <meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
+ </header>
+<body>
+<h1 id="hdr">TankOnTank</h1>
+<p>Tank On Tank is a low-complexity game of armored combat in the World War II.</p>
+
+<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>
+
+<ul>
+<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>
+
+<ul>
+<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>
+</ul>
+
+</div>
+<h2 id="hdr1">1 Unit Stacking</h2>
+<div id='p1'>
+<p>Only 1 combat unit can ever be in 1 hex at a time.<br>
+There is no moving through hexes containing units. </p>
+
+</div>
+<h2 id="hdr2">2 Facing</h2>
+<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. </p>
+
+</div>
+<h2 id="hdr3">3 Phase</h2>
+<div id='p3'>
+<p>At the start of a player&#39;s phase,<br>
+he&#39;s opponent blindy draw a Command Chit and keep it for himself.<br>
+When the player finishes expanding the <a href="#glos1">AP</a> equal to the value of the Command Chit,<br>
+he&#39;s opponent reveals the chit thus ends the player&#39;s turn. </p>
+
+</div>
+<h3 id="hdr3.1">3.1 Turn</h3>
+<div id='p3.1'>
+<p>Each turn consists of first then second player phase.<br>
+The scenario instructs players as to who is the first player.<br>
+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 :
+
+<ul>
+<li>pivot and/or move 1 unit</li>
+<li>fire n units at 1 target</li>
+<li>promote 1 unit</li>
+<li>perform an <a href="#glos2">HQ</a> activation</li>
+</ul></li>
+<li>2 <a href="#glos1">AP</a>s allow the Soviet player to :
+
+<ul>
+<li>perform a massed activation</li>
+</ul></li>
+</ul>
+
+</div>
+<h2 id="hdr4">4 HQ Activation</h2>
+<div id='p4'>
+<p>This activation is not allowed when entering on the map.<br>
+The given <a href="#glos2">HQ</a> is activated for a movement.<br>
+All unmoved adjacent units can also move for free.<br>
+The activated <a href="#glos2">HQ</a> may stay on it&#39;s original hex.<br>
+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>
+<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>
+
+</div>
+<h2 id="hdr6">6 Massed Activation</h2>
+<div id='p6'>
+<p>Perform a <a href="#glos2">HQ</a> activation on three <a href="#glos2">HQ</a>.<br>
+Immediatly end the player&#39;s phase if the amount of available <a href="#glos1">AP</a>s is excedeed. </p>
+
+</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>
+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>
+<a href="#glos5">Road March</a> : a unit can spend 1 extra <a href="#glos3">MP</a> if its movement starts on, crosses and ends on Roads hexes. </p>
+
+</div>
+<h3 id="hdr7.1">7.1 Reinforcement</h3>
+<div id='p7.1'>
+<p>Reinforcement must be activated via <a href="#glos1">AP</a>s.<br>
+They pay their <a href="#glos3">MP</a> cost as normal.<br>
+If they enter the map via a road they qualify for the <a href="#glos5">Road March</a> bonus. </p>
+
+</div>
+<h3 id="hdr7.2">7.2 Exit</h3>
+<div id='p7.2'>
+<p>You must spend 1 <a href="#glos3">MP</a> to exit the map.<br>
+A unit qualifies for <a href="#glos5">Road March</a> bonus if following a road to exit. </p>
+
+</div>
+<h2 id="hdr8">8 Combat</h2>
+<div id='p8'>
+<p>To fire at a target, a unit must have it in it&#39;s :</p>
+
+<ul>
+<li><a href="#glos6">Front Arc</a></li>
+<li><a href="#glos8">Range Of Fire</a></li>
+<li><a href="#glos7">Line Of Sight</a></li>
+</ul>
+
+<p>...</p>
+
+</div>
+<h2>Glossary</h2><dl><dt id='glos1'>AP</dt><dd>Action Point</br>
+<a href='#hdr3.2'>action_points</a>
+ + <a href='#hdr3'>phase</a>,<a href='#hdr6'>massed_activation</a>,<a href='#hdr7.1'>reinforcement</a></dd></br><dt id='glos4'>Facing</dt><dd>Hexside to which points a unit</br>
+<a href='#hdr2'>facing</a>
+</dd></br><dt id='glos6'>Front Arc</dt><dd>The 180° arc described by the facing hex and the 2 adjacent others</br>
+<a href='#hdr2'>facing</a>
+ + <a href='#hdr8'>combat</a></dd></br><dt id='glos2'>HQ</dt><dd>Head Quarter</br>
+<a href='#hdr4'>hq_activation</a>
+ + <a href='#hdr3.2'>action_points</a>,<a href='#hdr5'>promotion</a>,<a href='#hdr6'>massed_activation</a></dd></br><dt id='glos7'>Line Of Sight</dt><dd>TODO</br>
+<a href='#hdr8'>combat</a>
+</dd></br><dt id='glos3'>MP</dt><dd>Movement Point</br>
+<a href='#hdr7'>movement</a>
+ + <a href='#hdr7.1'>reinforcement</a>,<a href='#hdr7.2'>exit</a></dd></br><dt id='glos8'>Range Of Fire</dt><dd>TODO</br>
+<a href='#hdr8'>combat</a>
+</dd></br><dt id='glos5'>Road March</dt><dd>A movement that start cross and ends on road hexes</br>
+<a href='#hdr7'>movement</a>
+ + <a href='#hdr7.1'>reinforcement</a>,<a href='#hdr7.2'>exit</a></dd></br></dl></body></html>