Sharp corners : urban operations at centurys end

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Panic automatically disables armor units as a terrain effect. This happens if a unit enters a panicked hex or if the hex it occupies panics. Units can recover as in section 4.

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If a Civil Affairs Team accompanies panic-disabled units, those units stay disabled only on a roll of 1 e. If City Hall has been destroyed, subtract two from the recovery roll. Cities can recover from panic. The player with effective control of City Hall may, but need not, remove one panic marker each turn from anywhere in the city. A town hex thrown into panic by damage remains damaged. At the end of a player's combat phase, if any of their Civil Affairs Teams are already in a panic hex, they may try to pacify that hex. This counts as the combat action for the Team and they succeed on a roll of on one die.

Spiller, Roger (Roger J. Spiller) | uvuwuxukequk.gq

If successful, remove the panic marker. Thereafter, that Civil Affairs Team must remain in the hex or it will return to panic status. If nearby combat causes the hex to fall back into panic, the Civil Affairs Team may attempt to re-pacify it on its next combat phase. Partisan Cells.

Urban Operations

Large cities can raise these paramilitary forces to harass an invading or occupying enemy. They are not maneuver units, and only participate in overrun-type battles in town hexes. For each 20 town hexes in the city, rounding to the nearest 20, the friendly player is awarded from 1 to 3 Partisan Cells. For example, a 70 or 80 town-hex city provides between 4 and 12 Partisan Cells.

A city with 69 town hexes will produce from 3 to 9 Partisan Cells. At the beginning of play, randomly generate Partisan Cells with chits or other counters and do not reveal the number to the enemy player. Retain these chits for accounting during and after play. When an overrun battle begins, the friendly player may try to activate as many Partisan Cells as they wish, up to the number available, to join the battle.

Each cell activates on a roll of Each activated cell contributes 2 attack strength points. Cells combine their attack strength into a single Partisan attack against one enemy counter. They always attack first regardless who initiated the overrun. Partisans attacking an Ogre may only damage its tread units.

After their single attack, Partisan Cells are eliminated and the chit s discarded.

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Partisans who fail to activate were unable to coordinate with conventional forces. Missing this fight, they are still available for future overruns. The friendly player may also attempt one or more ambushes during enemy movement in town hexes. When the defender moves a unit or stack, the friendly player announces the ambush and identifies the hex where it will happen. The ambush must be announced before the enemy player releases the counters. The enemy units end their turn in the ambush hex. The friendly player can try to activate any number of available Partisan Cells to participate in that ambush.

Each cell in an ambush is successfully activated on a roll of Combine Partisan attack strength into one attack against a single enemy counter in the ambush hex, without overrun defensive bonuses. The Partisan Cells are then eliminated. Cells that fail an ambush activation are automatically eliminated, and unavailable for that ambush or any future action. Assume they lost the element of surprise and were destroyed before they could trigger the ambush.

Author's Notes : A big battle in a town by itself may be less interesting than having a large town, with these rules, as a feature on the map. The town need not be the objective. Just like real commanders, players may try to avoid it, but as the battle unfolds it might be worth the risk to take the fighting to the streets.


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These rules were tested in a generic hexagonal-shaped city with 61 town hexes. The town had a ring road around the perimeter town spaces and two roads bisecting the town through the center hex.

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Be sure to include a road network! They helped movement on both sides and the intersections quickly became the scene of intense battles. Having effective control of City Hall means a balanced fight probably involves a two to one unit point advantage for the assaulting player. Partisans are effective; they are a wild card. The panic rules went through many versions.

quxuqohahosy.tk This feature seemed key to making towns more lifelike. It certainly shows how city fighting can become a morass as more and more panic hexes block the assaulting troops.

These rules seem to have the right effect, but scenarios may warrant changing the chances of panic or the ability of City Hall to pacify the city. Please view eBay estimated delivery times at the top of the listing.

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