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#1 |
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Junior Member
Join Date: Dec 2006
Posts: 7
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I got tired of watching (in horror) as my disrupted units get overrun in melee when they were supposed to defend the city. So I thought up this...
Urban Combat: Expansion rules for A&A miniatures. Map: Zoomed in on city hexes. On scale, 1 regular A&A hex=1/4th of the map for A&A:UC. 1 Unit=1 person, vehicle, etc Max units on hexes=3 infantry, 1 vehicle New Terrain rules: Building: Vehicles enter on a successful roll of 4 or higher:+1 to cover roll. Infantry doesn't have a penalty:+1 to cover roll. Doorways: Vehicles enter through this w/o penalty. Trench: Same as river for vehicles. Infantry can enter/exit w/o penalty and recieve "Entrenched" while in the hex. Rubble/Crater: Similiar to forest. New infantry abilities/units: Field Engineer: On a successful roll of 4 or higher, place .5 points worth of obstacles in the same hex. Or this unit can "hold" the .5 points (no limit) as long as this unit doesn't move or attack. Sapper: Once per game, this unit can mark its hex as having "Mines". When the "mines" are activated, the mark is removed from the game. This unit also removes any "Mines" before they activate on a successful roll of 4 or higher. This unit cannot use its abilities while disrupted. Civilian militia Infnatry Short 8 Medium 5 Long - Vehicle Short 2 Medium - Move 1, defense 3/3 Urban Figher: Same, replace "city" with "building" Lack of Determination: Same Vehicle And thats what I've thought up so far. Comments, questions, concerns are welcomed. |
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#2 |
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Senior Member
Join Date: Mar 2006
Posts: 839
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Did something similar to this when I was working on my "Stalingrad" Campaing.
I used the BMW R-75 to transport 1 MG-42 (actualy MG-34) team and 1 Panzergrenadier. (driver) Also depending on the scenario you can also try a "Basement" roll to keep tanks on their toes if they enter a building. Failed rolles equals imobilized and crew dismounts. The new fortress defenders would serve as perfect crew members. Several tanks found them selves in wine cellars in europe (but I guess thats not all bad if the landing was soft....Cheers!) Currently I am revisiting Urban combat aswell and reworking some ideas with the greater range of miniatures and tiles available. ![]() |
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#3 |
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Junior Member
Join Date: Dec 2006
Posts: 7
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Muhahaha! Excellent! Wait...there's an actual game called "Urban Combat"? Well, GREAT! There goes my f***ing game. *stomps off cursing up a storm*
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#4 |
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Senior Member
Join Date: Mar 2006
Posts: 839
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Hehehe, No, not that I know of. I was just doing the same as you,,,, exploring the urban combat concept within the Axis & Allies Miniature game. As you identified, one way is to tweak the scale a bit to capture a feel of city fighting.
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#5 |
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RMB Game Designer
Join Date: Feb 2006
Location: Canada
Posts: 1,317
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Most of the maps I use are 75m hexes with stacking limits increased to six units (four max per side).
When we did the Kharkov campaign we had a battle to capture the center of a town. The Russians had superior numbers but with MG-42s on the rooftops and Brumbars hiding in the alleys my team massacred the Russian infantry. That and a half dozen Armored cars racing the streets with Strike and Fade made for a interesting bloodbath. There was one little Grenadier that hid in the church graveyard and managed to make his cover save EVERY DAM TIME, even with three MG-42s firing on him at one point. The funniest game was one we did for Juno Beach where at one point I had five Panzer IIIs chasing a AVRE through the streets and trying to stop it. It took three turns. Just be prepared to deal with City fights being brutal. Especially for tanks. We have done a lot of city warfare, with different types of terrain and new rules. |
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#6 |
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Junior Member
Join Date: Dec 2006
Posts: 7
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That sounds loverly. Lots of infantry, spuratic gunfire, random explosions, two lines going into melee.........
EDIT: Found a 3d board, heroscape. But it brings up questions on height and the like. Methinks the modeling board will help with scenery. Last edited by FatherJoe : 12-17-2006 at 12:56 PM. |
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#7 |
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Junior Member
Join Date: Dec 2006
Posts: 7
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(Allah-fallah-ker-bumpity.)
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#8 |
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n00b, yeah, you heard
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do you have any recomendations for how to make the map? cause i've got some
big paper, a hex stencil and a bunch of markers ready to go try this out
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http://www.youtube.com/watch?v=-UAh_...elated&search= germans fighting at leningrad, good footage
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#9 |
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Feldwebel
Join Date: Mar 2006
Location: San Diego, CA
Posts: 251
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Historic Battlefronts have maps that would be perfect for this. They have maps for France and Stalingrad and a set of rules / guidance for the maps (basic game mechanics are unchanged). I was playing in a four player game the other night on a standard map layout, but 4 other members of our group were playing on the expanded Stalingrad map and it looked to be a very entertaining time.
Check out the HBF products, just do a google search.Chops
__________________
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#10 |
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Junior Member
Join Date: Dec 2006
Posts: 7
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Excellent! Lets see...the maps may vary from publisher to publisher, so the range factor is going to get pretty ugly. I mean, if one where to go the way I had posted, the only stat the players would need is the 0-1 attack values.
BUT keeping the range as is would blow out the realism. Just doing the math: 1hex regular=1mile (est) 1hex regular=1/4 of map! 1hex map=10-30ft+ Translated, a trooper couldn't pick off the enemy at over a hundred yards. Otherwise, the maps Chops said are very good! Although I would have prefered an inside view of the buildings, it still serves the purpose and scale the game should have. |
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