Home Forums General Game Design How to handle combat in built up areas in 6 mm

This topic contains 6 replies, has 7 voices, and was last updated by Whirlwind Whirlwind 1 month ago.

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  • #109455

    Stephen Madjanovich
    Participant

    Question for all you 6 mm gamers out there. How do you handle combat, especially infantry, in a built up area. I am primarily looking at areas like the center of cities, multi story apartments, offices, stores, etc.. Games like squad leader are easy as there are usually only one building per hex and units can have markers indicating which story they are on. In larger scales you can have buildings which come apart so each level can have the forces deployed placed on that level. Here is the best ideas I have seen or thought of myself.

    Small scale buildings which come apart at each level. Impractical as by the time bases are included each story would run 10 mm in depth. Plus what material would you use to make them sturdy enough to hold based infantry? Maybe someone has made this work.

    Ignore the building and assume infantry in the adjacent area is in the building. Treat the infantry as in SL and give them a marker to indicate in the building and further which story they occupy. Outside basing becomes difficult when exact position(s) become important, such as which side of a building they are on, what is their facing, etc..

    A variation is an external “holder” for the miniatures which gives info such as level by how many “layers” up on the holder the mini is. I have seen pictures of SL where the forces in a building are on something akin to pizza box plastic holders. The ones put in the middle of the boxes to keep the lids from sitting on the pizza. Again unless they become quite unwieldy showing exact level and position is awkward.

    One idea I have, but consider it a poor substitute is a separate map or chart where the forces in the building are placed off board and show their exact location. I do not like that as they are not on the game board and in the case of a game where most of the board is built up like a down town core, it would be as large or larger than the game board itself.

    For now my last idea is never do combat at the miniature level in built up areas not able to be handled by your usual procedures. Not an idea solution but perhaps the most suitable. The troops enter the central city block, roll on this table, chart or have a dice duel for control and loses.

    In the Conflict of Heroes game system they just consider the entire hex to have the terrain of the central image. So all figures in hex “X” are treated for all purposes as being in, say, brick buildings. Then if extrapolated to a game board and hexes where retained all forces in that hex are treated as having the same defensive or offensive limitations and benefits of that terrain type. Since I personally like hexes for a number of reasons, including this one, I lean this way but am interested in how others have solved, ignored or by passed this issue in their games. Thank you.

    #109458
    kyoteblue
    kyoteblue
    Participant

    Just Jack one of the members here has a lot of AAR’s using 6 mm forces that he posted here. He is MIA right now but just check some of his old threads for ideas.

    #109459
    norm smith
    norm smith
    Participant

    The hexes make life much easier, but without, I would still just say a building is a building , anything in there is defending the who building from any face and place the unit adjacent to it. On one side of the building for ground floor and on the other side for an upper floor. Or, place units on the sides that you want them to face if that is necessary and don’t have upper floors. It just has to be abstract enough to work rather than painting oneself into a corner, design wise.

    http://commanders.simdif.com

    #109461
    Ruarigh
    Ruarigh
    Participant

    I use BUA templates representing a block or so, instead of individual buildings and am in the process of downsizing my 6mm buildings to the ones from Brigade Models’ small scale scenery range because that looks more like what each template should be, and makes it easier to stick the infantry on top of them. The rules I use are aimed at battalion level and higher games. Each stand represents a platoon and occupies one sector of the BUA template. I don’t have any high rise buildings so height is not an issue yet. I just assume that part of the platoon is on each level of the houses represented. With high rise buildings, I would be inclined to allow for each template having several levels and just use counters to mark which level the stand is at.

    Never argue with an idiot. They'll only drag you down to their level and beat you with experience.

    https://emidsvikings.ac.uk/
    #109486

    Thomaston
    Participant

    Might be me but at 6mm I play them very abstractly. I’m taking the role of a company or battalion commander and has to assume each squad/section are using terrain as best they could. I use buildings in blocks and units placed on the block is assumed to move and reposition to secure the entire zone.

    Ever simce I’ve moved to single model basing I’ve avoided FIBUA as best I can.

    Tired is enough.

    #109490
    Darkest Star Games
    Darkest Star Games
    Participant

    Really I think it comes down to what you are trying to portray with your rules.  If it is important that opposing sides can occupy different floors within a building across multiple turns then it might be best to handle it with a chart off to the side, especially if you’re thinking that a building could have more than 4 floors.  Or, have model buildings designed with balconies or roofs at different levels on which you can place the figure stands.  Or, put all of the stands on the roof stacked on each other to show who is higher than whom in the building.

    If that’s not important then you can literally just resolve combat and leave the victor in possession of the building.

    In my mind 6mm is really too small of a scale to worry about fireteam level tactics as most games use a base of infantry that is squad sized at a minimum.  If you’re wanting to portray the tactical problem of capturing a building I’d suggest a larger scale and skirmish rules, using print floor plans.

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #109522
    Whirlwind
    Whirlwind
    Participant

    I remove the base(s) occupying a building and place them just off the edge of the board, in line with the building they were in.  If it is important which story they are in, I put a small marker with the number(s) on next to the base.  This seems to work fine, but I haven’t ever done a ‘Battle for Berlin’ type FIBUA battle.

    https://hereticalgaming.blogspot.co.uk/

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