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Cityfight (now at v1.1 and including lo-res hex tiles)
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9294




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Not sure if you can get any ideas from this, but someone had tried to do house rules for city fight in the old forums:

[Originally posted by FatherJoe 12-10-2006: http://boards.avalonhill.com/showthread.php?t=16591]

Quote:
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

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PostTue Feb 05, 2008 6:37 pm
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Toyama

 de Generaal


Joined: 04 Jan 2008

Posts: 50




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Thank you for this link. These rules are a lot more compact than mine, which is a good thing. Smile
But then again, my rules are at a different scale. I wrote my rules partly because I would like to see tankcommanders driving their gear right through the walls of buildings. Not that this feature is particularly useful...
thinking
PostWed Feb 06, 2008 6:38 pm
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Sindor

 

Joined: 02 Feb 2008

Posts: 1523




Post subject: Reply with quote
For inspiration only:

We are using optional system - if you want to deploy paratroopers during the battle, you have to use an aircraft. Otherwise you can deploy them as "dropped on the hex just before the beginning of the game".

We are using C37 Skytrains (from Raiden Miniatures or Scotia Grendel) or Ju 52 (for Germans) or Horsa Gliders (haven't tested yet).

One aircraft can carry two units. Paratrooper's drop has the same rules as artillery bombardment: if you jump, you roll 2D6. If the second one is higher than the first one ... oops ! You missed the drop zone and landed [third roll of D6 dice] on one of the 6 surrounding hexes.

Also you have to count with enemy flak and aircrafts so definitely not a good idea when you have not air superiority or night cover.
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PostWed Feb 06, 2008 11:02 pm
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