diff options
Diffstat (limited to 'TankOnTank.html')
-rw-r--r-- | TankOnTank.html | 40 |
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'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'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'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> |