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Coming Soon: Palma di Montechiaro

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Have you tried putting High Walls along the building wall? That would require you to place the building edge so that it's "halfway" into the square, but it should keep infantry from entering, or shooting between buildings, at least at ground level. Unless they Blast a hole.

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Yeah, I thought of that...after I had already built the entire map and meticulously set every interior and exterior wall on said map just the way I wanted it. It goes without saying that the buildings are not set halfway on the action squares.

This issue, combined with positioning the poster flavor objects, is threatening to turn me into an alcoholic. An angry alcoholic.

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Well, I remain hopeful that in some future iteration of the engine, BFC adds some features to enrich urban fighting (e.g. flat-roofed buildings, industrial buildings, locked gates/heavy doors, low Walls topped with (uncrossable) iron railings, urban flavour objects) and so forth. One would think the Market Garden (and Aachen / Paris Lib) module would be a logical place for them to do that, but so far I haven't seen any clear indication that they're putting resources into these features (and yes, I appreciate that the workloads are likely significant).

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The first iteration of this scenario has been submitted to the Repository. Three variants are included: one H2H, one US vs. AI, and one H2H variant with ahistorical reinforcements. Enjoy.

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