From 4417d9b12c1553a64c6cf427c5e478fbacc5569e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9my=20Zurcher?= Date: Mon, 21 May 2018 16:59:35 +0200 Subject: add output TankOnTank.html --- TankOnTank.html | 155 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 155 insertions(+) create mode 100644 TankOnTank.html diff --git a/TankOnTank.html b/TankOnTank.html new file mode 100644 index 0000000..aca83f5 --- /dev/null +++ b/TankOnTank.html @@ -0,0 +1,155 @@ + +
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TankOnTank

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Tank On Tank is a low-complexity game of armored combat in the World War II.

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1 Unit Stacking

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Only 1 combat unit can ever be in 1 hex at a time.
+There is no moving through hexes containing units.

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2 Facing

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A unit always faces an hexside and has a 180° Front Arc.
+A unit can only shoot at enemy units located in it's front arc.
+Hexes outside this arc are flank hexes.

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3 Phase

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At the start of a player's phase,
+he's opponent blindy draw a Command Chit and keep it for himself.
+When the player finishes expanding the AP equal to the value of the Command Chit,
+he's opponent reveals the chit thus ends the player's turn.

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3.1 Turn

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Each turn consists of first then second player phase.
+The scenario instructs players as to who is the first player.
+At the the end of each turn, check to see if the scenario is at an end.

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3.2 Action Points

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each unit can only move once each turn

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4 HQ Activation

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This activation is not allowed when entering on the map.
+The given HQ is activated for a movement.
+All unmoved adjacent units can also move for free.
+The activated HQ may stay on it's original hex.
+Another HQ can be activated for a movement this way,
+but the later does not in turn activate adjacent units.

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5 Promotion

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An eliminated HQ can replace an on map unit of the same type.
+Keep the facing, movement and fire status of the replaced unit.

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6 Massed Activation

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Perform a HQ activation on three HQ.
+Immediatly end the player's phase if the amount of available APs is excedeed.

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7 Movement

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MP cannot be saved from one turn to the other.
+Once it's movement is complete, a unit can face any direction.
+An activated unit can at least move one hex if the movement is legal.
+Woods and Town hexes cost 1 extra MP if not entering from a Road side.
+Road March : a unit can spend 1 extra MP if its movement starts on, crosses and ends on Roads hexes.

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7.1 Reinforcement

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Reinforcement must be activated via APs.
+They pay their MP cost as normal.
+If they enter the map via a road they qualify for the Road March bonus.

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7.2 Exit

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You must spend 1 MP to exit the map.
+A unit qualifies for Road March bonus if following a road to exit.

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8 Combat

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To fire at a target, a unit must have it in it's :

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...

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Glossary

AP
Action Point
+action_points + + phase,massed_activation,reinforcement

Facing
Hexside to which points a unit
+facing +

Front Arc
The 180° arc described by the facing hex and the 2 adjacent others
+facing + + combat

HQ
Head Quarter
+hq_activation + + action_points,promotion,massed_activation

Line Of Sight
TODO
+combat +

MP
Movement Point
+movement + + reinforcement,exit

Range Of Fire
TODO
+combat +

Road March
A movement that start cross and ends on road hexes
+movement + + reinforcement,exit

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