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de Generaal

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Post subject: Cityfight (now at v1.1 and including lo-res hex tiles)
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I'm not sure if this post belongs here or in House Rules.
I'm working on a setting that allows players to fight scenarios in a somewhat smaller scale. Unlike the AAM maps show, this new scale is of a size in which roads and buildings each fill one complete hex. Your models are in a building or on the road, not both at the same time.
According to these rules, buildings can be entered by soldiers to take up sniping positions from cover. However, the building doesn't only provide cover. Enemy units may try to destruct the building by shooting at it, or even running their well-armored tanks into it! A collapsing building can be hazardous to all units inside of it, even to the tanks that damaged the building.
When laying siege to a city, you get more options for Objectives. For instance, an objective can be to destroy the building that houses the enemy's HQ, to protrect a fragile bridge from destruction, etc.
As I am quite new to the AAM community, I would like to know if someone has thought about creating similar siege scenarios before?
Edit jan 11th: the scenario has been posted, look three posts down.
Last edited by Toyama on Fri Jan 18, 2008 12:47 am; edited 3 times in total |
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Tue Jan 08, 2008 6:56 pm |
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Sinker of Battleships
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I haven't but it sounds awesome!
Can't wait to hear more.  _________________
WAS 64/64
39-45 36/60 |
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Tue Jan 08, 2008 10:22 pm |
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de Generaal

Posts: 50

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I'm in playtesting phase now. I will post the Cityfight scenario ruleset as soon as I'm quite confident about its consistency.
....
See below 
Last edited by Toyama on Fri Jan 11, 2008 8:01 pm; edited 1 time in total |
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Wed Jan 09, 2008 5:01 pm |
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de Generaal

Posts: 50

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Post subject:
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Axis & Allies Miniatures Cityfight
v1.1
This house rule set enables you to play on a somewhat smaller map-scale. In this way you can lay siege on a city, or defend your city against the enemy, while fighting in and among the buildings.
While using these rules, you can:
- build a city,
- demolish buildings by shooting or by driving your tanks through the walls!
- hide your soldiers in the buildings to take up sniping positions,
- lay siege on a city with an endless supply of attacking units
Setting
Pick your own historical city fight, or create a brand new siege (random or custom scenario). Suggestions for historical sieges can be found at:
http://en.wikipedia.org/wiki/List_of_sieges#Modern
Map
In Cityfight scenarios you get to construct large cities to fight your battles in. These cities cover most, if not all of the map you're playing on. The scale if the map is somewhat smaller than standard AAM: each hex is a single cityblock or ruin, a road, a canal, etc., instead of crossroads with several buildings/blocks. In Cityfight, there is no such thing as roads and buildings in the same hex, although trees may be combined with roads in the same hex (parks, lanes). Trees retain their cover save.
To create your map, I suggest you use not more than 1 or 2 featureless mapsheet(s) (e.g. George 1), and cover them with your own tiles/cutouts depicting buildings, building blocks, roads, parks, rivers, canals, bridges, etc. After laying all tiles, I suggest you cover your map with a sheet of Perspex or some other transparent material, so everything will stay in place during the game. When using the Hidden Setup rules it is advised to number each hex of the map, just for reference.
You can draw and cutout your own tiles or surf to this link and print your hexmaps using the Hexfield Map Editor:
http://www.reidemeister.net/software/hexmap/index.html
You should also create several tiles depicting City Ruins for use during the game.
Objectives
When setting up a custom (random) Cityfight scenario, to determine the number of objectives, roll a die:
1: 2 objectives
2-3: 3 objectives
4-5: 4 objectives
6: 5 objectives
Next, roll a die to determine the nature each objective. Check the following table:
Objectives:
1. Capture the building.
Place the objective in a building hex. The building counts as captured when, at the end of the game, its hex contains only unit(s) of the defending or attacking army (1 victory point = 1 VP).
2. Capture the building intact.
Place the objective in a building hex. The building counts as captured when, at the end of the game, it is not ruined and its hex contains only unit(s) of the defending or attacking army (1 victory point = 1 VP).
3. HQ.
The defender must include a Headquarters (HQ) model in his army (see Forces). The defender scores 1 VP if the HQ model survives; the attacker scores 1 VP if the HQ model is destroyed at the end of the game. See Noble Sacrifice special rule. Reroll if this objective has already been rolled.
4. Demolish the building.
Place the objective in a building or bridge hex. The defender scores 1 VP if the building isn’t ruined at the end of the game. The attacker scores 1 VP if the building is ruined at the end of the game.
5. Free Zone.
This objective cannot be placed in a hex along one of the map borders. The defender scores 1 VP if, at the end of the game, no enemy models occupy this hex and any adjacent hex (Free Zone). The attacker scores 1 VP if, at the end of the game, at least 3 hex in the Free Zone contain one or more attacking models.
6. Overrun.
This objective is placed in a hex along the defender’s map edge. The attacker scores 1 VP if at least 25% of his starting strength has left the map through the defender’s map edge (virtually to take the remainder of the city, so that the city is ‘overrun’). These units do not need to pass through this objective’s hex, nor do they regenerate as described in the Reserves/Reinforcements rule. The defender scores 1 VP as long as the attacker hasn’t scored this objective. Reroll if this objective has already been rolled.
Each objective is placed by the defending player before choosing forces, at least 4 hex apart from any other objective (3 hex if 4 or 5 objectives are to be placed). Objectives never are hidden.
Forces
Compose armies of 60, 100 or 200 points each (beware, 200 points makes for lengthy games).
The defender's army should preferably include a Headquarters (HQ) model (or a proxy) and lots of Tank Obstacle and Barbed Wire models (or proxies of them). The defender receives 15 points extra, only to be used to pay for these specific models (only 8 points if no headquarter model is deployed).
The defender deploys his forces inside the city using the Hidden Setup rules. The attacker deploys his forces outside of the city (no hidden setup), preferably along his map edge. The attacker gets the Initiative during the first turn.
Game length
Because of the entrenched nature of the game and impaired movement of units I suggest to choose a game length of 10 turns, at the end of which victory is decided. If there is no victorious player (each player has an equal amount of victory points), the siege continues for another turn, etc.
Demolishing buildings
After being shot at, or after being entered by vehicles, buildings can be damaged or, after collapsing, ruined.
To damage a building by entering with a vehicle, see Entering Building Hexes.
A building can be damaged by shooting according to the following rules:
A model can shoot at a building using its anti-soldier stats or its anti-vehicle stats. A building has 30 structure points. Each hit while using anti-soldier stats deals one point of permanent damage; each hit using anti-vehicle stats deals three points of permanent damage. Damage from shooting is dealt during the Casualty Phase.
A building with 15 structure points or less is damaged; if no structure points are left, the building collapses (in the Casualty Phase) and is ruined.
For gameplay purposes, in Cityfight there is no such thing as 'stray fire'. For instance, when a salvo aimed at a soldier inside a building misses the soldier, it may hit the building, but no actual damage is dealt to the building (no critical locations of the building are supposed to have been hit).
Entering Building Hexes
Soldiers (non-artillery) can enter buildings at no penalty. Artillery and aircraft cannot enter buildings.
Vehicles can force themselves into building hexes, at the cost of 2 movement points and at the risk of destroying the building and/or themselves. Whenever a vehicle enters a building hex, roll a die. The vehicle receives as many face-up counters (disrupted/damaged/destroyed) as the result of this roll minus its front armour (negating negative results). If a 6 is rolled, the building collapses and counts as ruined. If a 5 is rolled, the building is damaged: deduct 15 from its structure points. When there are no structure points left, the building collapses (immediately, do not wait for the Casualty Phase).
Collapsing Building
Each unit, soldier or vehicle, in the same hex as the collapsing building receives a face-down disrupted counter (exception: see Sabotage! special rule). Also, the unit counts as disrupted for the remainder of this turn. In addition to this, roll a die for each unit in the collapsing building's hex:
- When the model is a vehicle, it receives as many face-up counters (disrupted/damaged/destroyed) as the result of this roll minus its front armour (negating negative results). These counters are in addition to any counters that were dealt because of entering the building.
- When the model is a soldier, the model is destroyed on a result of 4-6. No cover saves are taken, of course.
City Ruins
After collapsing, a building counts as City Ruins. Place a city ruins tile/marker in its hex. from now on, soldiers and vehicles need a 4+ to enter this hex. This restriction doesn't apply to tracked vehicles (look at the picture of the vehicle's card, half-tracks do need to roll). The movement cost to enter a City Ruin hex is 2 for vehicles. Artillery and aircraft cannot enter ruins. Once inside the hex, soldiers receive a 4+ cover save; vehicles receive a 5+ cover save.
City ruins block line of sight (because of building remains, smoke, etc).
Hidden Setup
The defender in the scenario sets up his forces with Hidden Setup rules. No models are actually placed on the map. Instead, for each model a note is (secretly) taken that designates the hex in which the model is deployed.
Hidden models are revealed when:
- an enemy model within 3 hex has line of sight to it. To discover a vehicle, this range is 6 hex. Models with binoculars (spotters e.g.) extend the spotting range by 3 hex.
- the hidden model leaves its hex.
- the hidden model attacks from its hidden position.
- the building in which the hidden model hides collapses.
Once revealed, models cannot go into hiding again.
Objectives (e.g. the defender's HQ) are never hidden.
Reserves/Reinforcements
The attacker in the scenario has an virtual unlimited supply of reinforcements.
As soon as a model is killed, it is placed in reserves. At the start of each turn, the attacker rolls a die for each model in reserves. On a 5+, the model is placed in one of the hexes along the attacker's map edge (outside the city) and may move and fight this turn without restrictions.
Water and Bridges
Canals and rivers, even if only one hex wide, count as water(lake) hex and cannot be passed by models without using a bridge, unless their special abilities dictate otherwise.
A bridge across a canal or river does not give cover and can be entered without restrictions. A bridge can be destroyed, but only by attacking it (not by entering by vehicles), in the same way as buildings can be destroyed.
Once a bridge has collapsed into a ruin, there's still enough ruined material left to cross the water. Models (vehicles and infantry) roll a die when trying to enter the ruined bridge-hex. On a 4+ they are successful and may enter without further restrictions. On a 1, disaster strikes and the model is lost in the depths of the water (immediately).
Blast Weapons against Buildings
Weapons that are able to do damage against more than one model in the same or even adjacent hex (e.g. Blast, Rocket Salvo, Top Mounted Rockets), also do damage against buildings. Resolve one attack against the building.
When such a weapon directly attacks the building (and not the model inside of it), resolve two attacks against the building (and a attack against each model in the same hex, as usual).
Noble Sacrifice
During the casualty phase, whenever the HQ model is about to be destroyed, instead destroy a friendly soldier model that resides in the same hex as the HQ. Replace the destroyed counter from the HQ with a disrupted counter.
Sabotage!
The Close Assault special ability can be used to damage/demolish buildings at 3 points of damage per hit(Sabotage).
A soldier that demolishes a building by its close assault special ability may prevent being disrupted or destroyed himself by the collapsing building under these conditions:
-if during the same turn, the collapsing building only received damage from close assault attacks,
-and if during the same turn the soldier didn't receive disrupted or destroyed counters by other sources than the collapsing building,
-and if during the next movement phase, the soldier manages to leave the hex with the demolished building,
then the soldier will not be immediately destroyed, nor will it receive a disrupted counter. Instead, the soldier receives a face-down destroyed counter. If, during the next movement phase, the soldier manages to leave the hex with the collapsed building, the destroyed counter is removed. Otherwise, the destroyed counter is flipped during the same movement phase and the soldier model is removed from the playing board immediately.
Last edited by Toyama on Fri Jan 18, 2008 6:48 am; edited 7 times in total |
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Fri Jan 11, 2008 7:57 pm |
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de Generaal

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Well... That was quite a lengthy post. I still hardly playtested the thing.
Does anybody out there have a better idea for finding/creating city/building/ruins/stream/bridge hex-tiles? |
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Fri Jan 11, 2008 8:08 pm |
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Sinker of Battleships
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I love it! One question- can you use close assault on a building? _________________
WAS 64/64
39-45 36/60 |
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Fri Jan 11, 2008 10:53 pm |
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de Generaal

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Oops! I get your point. This is something that a good round of playtesting should have shown to me.
Of course, Close Assault can be used against buildings, at 3 damage per hit. Damage by Close Assault will generally be higher than by the (Cityfight) Demolitions special abilty, making my comments about Demolitions somewhat obsolete.
So, I've removed the references to Demolitions from Cityfight. From now on, in Cityfight, Bridge Demolition will work according to its card text: destroy a bridge right away. Thanx for pointing this out to me, StB! |
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Sat Jan 12, 2008 1:04 am |
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Sinker of Battleships
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You're welcome, this looks like a great idea, once I get a few more units I can try it out.
It seems to me a good strategy is to get lots of MGs and Mortars and let them have it at long range while you're grunt guys slug around with some light tanks. I don't think a heavy tank is a good choice, there's too much cover and places for AT Infantry to spring out. _________________
WAS 64/64
39-45 36/60 |
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Sat Jan 12, 2008 2:44 am |
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de Generaal

Posts: 50

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Well... Possibly.
The city we played in was so tightly built, that there weren't any fights at long range (no LOS), except from the opening shots at the start of the game at the city limits.
The attacker employed 2 heavy tanks, as a heavy tank is the only vehicle that's reasonably safe in ploughing right through obstructing buildings. Still, that tactic was only sparsely used.
As an addition to the Cityfight ruleset above I am thinking about protecting the HQ objective by the following additional rule:
Noble Sacrifice
During the casualty phase, whenever the HQ model is about to be destroyed, instead destroy a friendly soldier model that resides in the same hex as the HQ. Replace the destroyed counter from the HQ with a disrupted counter.
This rule can be applied to protect the HQ from (too) easy destruction by air raids (or any other means of destruction).
By the way, I'm working on a Cityfight tileset. I've grazed the internet for (black and white) pictures of historical buildings, bridges and WW2 ruins. Once I've cropped them to fit in AAM's 3'' hexsize and compressed them in a single file, I will let you all know. What will be the best way to offer the file to enthusiastic Cityfight players (1 Mb+)? |
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Sat Jan 12, 2008 9:23 am |
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de Generaal

Posts: 50

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I added the Noble Sacrifice and the Sabotage special rules. The Sabotage special rule enables a soldier to sabotage and demolish a building with a good change of getting away before the he is caught in the collapsing building.
The ruleset is now at version nr 1.1  |
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Sun Jan 13, 2008 2:12 pm |
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Sinker of Battleships
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Posts: 856

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Sabotage is a good rule, it will help make soldiers more valuble. _________________
WAS 64/64
39-45 36/60 |
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Sun Jan 13, 2008 2:52 pm |
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de Generaal

Posts: 50

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As promised, I'll share with you the Cityfight Tileset I created. The results have become quite a lores business, but then again, it's for free.
Just copy the pictures to your computer, resize them if necessary, print them on paper or cardboard, and cut them out. Have fun!
The last 3 pictures from the third buildings set depict a plaza or park. I suggest to give the plazas the same properties as road hex; the palk the same as general woods.
Next up: battle report.

Last edited by Toyama on Fri Jan 18, 2008 3:03 pm; edited 1 time in total |
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Fri Jan 18, 2008 12:46 am |
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 Good luck all in olympics!!

Posts: 338

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Fri Jan 18, 2008 1:58 am |
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Sinker of Battleships
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I LOVE It!!!!!!!!!!!!! _________________
WAS 64/64
39-45 36/60 |
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Fri Jan 18, 2008 2:49 am |
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de Generaal

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Thanks a lot!
In the meantime, as I thought there still isn't enough merit (gamewise) in demolishing buildings, I made another rule change. From now on, tracked vehicles, like your trusty tanks, can enter CityRuins hexes without rolling a 4+. You can know if your vehicle is tracked (and not half-tracked) by looking at the picture on the card.
This weekend I will try to give the scenario ruleset a good round of playtesting. Now that you all are in possession of the Cityfight tilesets, there's no reason for you not to playtest as well. I'm looking forward to your replies... |
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Fri Jan 18, 2008 7:01 am |
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 Good luck all in olympics!!

Posts: 338

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Sun Jan 20, 2008 4:45 pm |
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de Generaal

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Yes, I've been thinking about that.
As far as gameplay is concerned, I found no good reason to change the rules for paratroopers and partisans.
For historical reasons, in specific scenarios, you may want to restrict deployment, e.g 'Partisans may only deploy outside of city limits'.
Taking the somewhat smaller scale into view, you make want to incorporate some sort of scatter rule for deployment of paratroopers. For instance something like this:
Right after deploying a unit of paratroopers, roll a die. On a 1 to 4, the unit scatters. Roll another die to determine into which adjacent hex the paratrooper unit deploys. On a 1 the unit deploys in the adjacent hex above the current hex, for 2 to 6 count hexes clockwise from this hex. |
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Sun Jan 20, 2008 6:37 pm |
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 Good luck all in olympics!!

Posts: 338

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| Toyama wrote: | Yes, I've been thinking about that.
As far as gameplay is concerned, I found no good reason to change the rules for paratroopers and partisans.
For historical reasons, in specific scenarios, you may want to restrict deployment, e.g 'Partisans may only deploy outside of city limits'.
Taking the somewhat smaller scale into view, you make want to incorporate some sort of scatter rule for deployment of paratroopers. For instance something like this:
Right after deploying a unit of paratroopers, roll a die. On a 1 to 4, the unit scatters. Roll another die to determine into which adjacent hex the paratrooper unit deploys. On a 1 the unit deploys in the adjacent hex above the current hex, for 2 to 6 count hexes clockwise from this hex. |
Sounds good! All paratrooeprs should do this! _________________
My tradelist: http://aaminis.myfastforum.org/about111.html
Current Tradings: Duck Crusader |
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Sun Jan 20, 2008 6:58 pm |
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de Generaal

Posts: 50

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Misdropping paratroopers is as realistic as... eh.. something that is very realistic.
LOL, in Cityfight, one paratrooper should end his jump hanging from the churches spire!  |
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Sun Jan 20, 2008 7:42 pm |
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Working on a Double Guinness
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| Toyama wrote: | Yes, I've been thinking about that.
As far as gameplay is concerned, I found no good reason to change the rules for paratroopers and partisans.
For historical reasons, in specific scenarios, you may want to restrict deployment, e.g 'Partisans may only deploy outside of city limits'.
.... |
Actually, and I base this on material I have at work ( I work for an academic publishing house), partisans should be able to deploy anywhere. I played this a couple years ago in a scenario and it makes things very interesting. Historically, they could pop up anywhere, something that compensated somewhat for their strategic vulnerability and tactical low power. Polish partisans managed some interesting missions, as well as unfortunate mistakes.
When we play partisans at Fatcats, our LGS, we don't always deploy them at the edge of the map. Provided we state in advance, they may pop up anywhere, even in the same hex as their target. _________________ Whosoever conquers others has force.
Whosoever conquers himself is strong.
--Lao Tzu
Outrider
Northern Contingent of the
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Sun Jan 20, 2008 9:56 pm |
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