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diff --git a/TankOnTank.html b/TankOnTank.html new file mode 100644 index 0000000..aca83f5 --- /dev/null +++ b/TankOnTank.html @@ -0,0 +1,155 @@ +<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'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's phase,<br> +he'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's opponent reveals the chit thus ends the player'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'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'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'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'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> |