History Main / UrbanWarfare

7th Jan '17 11:27:17 PM CountDorku
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->''It's not like a battlefield. The best place for urban fighting is right out in the countryside, sir, where there's nothing else in the way.''
-->--'''Captain Wrangle''', ''Discworld/NightWatch''



* This is the assumed default for ''TabletopGame/{{Infinity}}''. Troops in ''Infinity'' can react to enemy movement with a withering hail of fire, meaning that you need an urban environment or some other region with tons of obstructions and cover, lest the first turn see half your squad converted into a fine red mist by enemy snipers.



* ''VideoGame/DawnOfWar'', being based of the ''Warhammer40000'' tabletop game, of course has them.

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* ''VideoGame/DawnOfWar'', being based of the ''Warhammer40000'' tabletop game, of course has them. In the ''Dark Crusade'' single-player campaign, for example, the Imperial Guard and Tau HQ locations are the ruins around Victory Bay and the city of Asharis/Or'es Tash'n respectively, while one of the most powerful bonus powers is gained by hunting Servitors in a run-down spaceport.



* The end of ''VideoGame/MassEffect3'' takes place in [[spoiler:mostly-destroyed London,]] with brutal fighting from building to building trying to clear the streets for vehicles to get through.

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* The end of ''VideoGame/MassEffect3'' takes place in [[spoiler:mostly-destroyed London,]] with brutal fighting from building to building trying to clear the streets for vehicles to get through. Prior engagements include a running fight through the Citadel Presidium, a battle with Cerberus troops in a city on Benning, and an attempt to extract important intel from a key location in the heart of one of the oldest metropoli on Thessia.
** ''VideoGame/MassEffect2'' has most of the missions on Illium and Omega.


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** The original ''VideoGame/StarWarsBattlefront'' had Cloud City, but also Theed, Kamino, and Mos Eisley.
4th Dec '16 7:41:22 PM Rmpdc
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* ''Series/BandOfBrothers'' has several battles that take place in towns and cities across Europe, most notably Carentan.
18th Nov '16 5:50:27 AM UmbrellasWereAwesome
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* The ''VideoGame/Fallout'' series has two major examples.

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* The ''VideoGame/Fallout'' ''VideoGame/{{Fallout}}'' series has two major examples.
27th Oct '16 9:15:51 AM Antigone3
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* ''Literature/HonorHarrington'': The last quarter of ''Cauldron of Ghosts'' is a battle between the Mesan armed forces and the seccies [[note]]second-class citizens[[/note]] of the Neue Rostock slum.
9th Sep '16 8:18:11 AM Morgenthaler
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* ''{{Monsterpocalypse}}'' takes this to {{Kaiju}} levels, opposing monsters fight each other in urban areas with lots of buildings, and they can demolish buildings by tossing each other at them.

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* ''{{Monsterpocalypse}}'' ''TabletopGame/{{Monsterpocalypse}}'' takes this to {{Kaiju}} levels, opposing monsters fight each other in urban areas with lots of buildings, and they can demolish buildings by tossing each other at them.



* Several standard enemies in the NewWorldOfDarkness, including most mortal factions that the player is likely to run afoul of (Police, SWAT, Paramilitary groups, and Hunters) are specifically designed around this, with standard gear and skills based around coordination, exploitation of urban terrain, and covering each other with firearms at all times. This is a big part of why the New WoD has a "soft" masquerade rather than a "hard" masquerade: in the old WoD you kept the secret basically because your fellow vampires/mages/werewolves told you to, and would kick you around for breaking it. In the new version, you don't reveal your supernatural nature because the humans can and will get a posse together to hunt you house to house, use tactics to prevent your escape, and then shoot you until you stop twitching the moment you become a verifiable threat.

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* Several standard enemies in the NewWorldOfDarkness, ''TabletopGame/NewWorldOfDarkness'', including most mortal factions that the player is likely to run afoul of (Police, SWAT, Paramilitary groups, and Hunters) are specifically designed around this, with standard gear and skills based around coordination, exploitation of urban terrain, and covering each other with firearms at all times. This is a big part of why the New WoD has a "soft" masquerade rather than a "hard" masquerade: in the old WoD you kept the secret basically because your fellow vampires/mages/werewolves told you to, and would kick you around for breaking it. In the new version, you don't reveal your supernatural nature because the humans can and will get a posse together to hunt you house to house, use tactics to prevent your escape, and then shoot you until you stop twitching the moment you become a verifiable threat.
21st Aug '16 11:16:05 AM nombretomado
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* In ''{{Drowtales}}'', the Nidraa'chal War sixteen years before the start of the main story took place entirely in the city of Chel'el'sussoloth, and resulted in heavy civilian casualties. This was especially devastating because the rules of clan warfare had been, until that point, designed to minimize civilian casualties as much as possible, but the Nidraa'chal threw this out the window not only through their choice of battlefield, but by also using the civilians as weapons by [[DemonicPossession forcibly tainting them]] and turning them into demons that they sicced on the warriors sent to fight them.

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* In ''{{Drowtales}}'', ''Webcomic/{{Drowtales}}'', the Nidraa'chal War sixteen years before the start of the main story took place entirely in the city of Chel'el'sussoloth, and resulted in heavy civilian casualties. This was especially devastating because the rules of clan warfare had been, until that point, designed to minimize civilian casualties as much as possible, but the Nidraa'chal threw this out the window not only through their choice of battlefield, but by also using the civilians as weapons by [[DemonicPossession forcibly tainting them]] and turning them into demons that they sicced on the warriors sent to fight them.
15th Aug '16 8:04:46 PM htuttle
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* ''VideoGame/{{Xenonauts}}'' feature terror missions in cities around the world. Some other maps, like fan-made desert villages, also require similar tactics.
** The same can be said about its more famous predecessor, the ''VideoGame/{{X-Com}}'' series.

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* ''VideoGame/{{Xenonauts}}'' feature terror missions in cities around the world. Some other maps, like fan-made desert villages, also require similar tactics.
**
tactics. The same can be said about its more famous predecessor, the ''VideoGame/{{X-Com}}'' ''VideoGame/{{XCOM}}'' series.
15th Aug '16 4:07:50 PM DustSnitch
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* The ''VideoGame/{{Battlefield}}'' series has a number of maps being set in a town or city, including the spinoffs of ''Bad Company'' 1 & 2 and ''VideoGame/BattlefieldHeroes''.



* ''RedOrchestra'', set mostly in one of the textbook examples of this trope - the barely standing ruins of Stalingrad.
* The ''VideoGame/{{Battlefield}}'' series has a number of maps being set in a town or city, including the spinoffs of ''Bad Company'' 1 & 2 and ''VideoGame/BattlefieldHeroes''.
** The popular ''VideoGame/ProjectReality'' mod takes this a step further by [[RealPlaceBackground using real-world cities]] such as Beirut, Muttrah, Basrah, Fallujah, and Karbala.

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* ''RedOrchestra'', set mostly in one of the textbook examples of this trope - the barely standing ruins of Stalingrad.
*
''VideoGame/{{Crysis}} 2''. The ''VideoGame/{{Battlefield}}'' series has a number of maps being whole game is set in a town or city, including the spinoffs of ''Bad Company'' 1 & 2 and ''VideoGame/BattlefieldHeroes''.
** The popular ''VideoGame/ProjectReality'' mod takes this a step further by [[RealPlaceBackground using real-world cities]] such as Beirut, Muttrah, Basrah, Fallujah, and Karbala.
[[BigApplesauce New York City.]]



* The ''VideoGame/Fallout'' series has two major examples.
** ''VideoGame/FalloutNewVegas'' has far less urbanized warfare going on, as the only heavily built-up areas are around New Vegas itself, and that area is well-secured by Mr. House's Securitrons and the New California Republic. Nonetheless, the ruined urban area west of Camp [=McCarren=] is overrun by the drugged-out Fiend raiders, and provides some fairly vicious urban combat if you go after their leaders and the Vault housing them.
** ''VideoGame/{{Fallout 4}}'' features even more urban warfare in the ruins of Boston, complete with fights inside skyscrapers. Outside of Diamond City and Goodneighbor, downtown Boston is infested with Raiders, Super Mutants, Institute Synths, and Gunner mercenaries, all of whom will shoot on sight. This also applies to the ruins of the surrounding towns. In fact, you get your first taste of combat early on in Concord, where you don PoweredArmor and wield a [[GatlingGood minigun]] to take out Raiders [[spoiler:and a Deathclaw]].



* ''VideoGame/ValkyriaChronicles'' has a few battles taking place inside cities.
* Seen in the first chapter of ''VideoGame/MetalGearSolid4''. Depending on your perspective, a few examples in chapters 2 and 3 as well.
* Represented in the ''VideoGame/HeartsOfIron'' series by incredible negative combat modifiers and high attrition from attacking an "Urban" province. Most brigade types suffer heavy combat penalties, with armor and artillery taking the worst, while infantry take the least. Adding combat engineers to a division greatly reduces the penalties. As an added bit of unpleasantness associated with urban environments, most such provinces also count towards victory points, meaning that in order to force a country to surrender, you ''have'' to take them. The only real way to take urban environments without a costly battle is to surround them, cut them off from supply, and let the defenders break down, but that takes quite a while, as a division can hold out up to thirty days if fully supplied before they are cut off, and still take time to break while being attacked.
* ''VideoGame/{{Crysis}} 2''. The whole game is set in [[BigApplesauce New York City.]]
* ''VideoGame/NintendoWars'': Cities (and bases) are tied with mountains for cover rating, meaning that any unit placed on one has takes far less damage. Add onto this that units on friendly cities are substantially healed every turn, mix in some artillery, and battles to capture cities can become ''very'' bloody.
* The end of ''VideoGame/MassEffect3'' takes place in [[spoiler:mostly-destroyed London,]] with brutal fighting from building to building trying to clear the streets for vehicles to get through.



* Everything but the last level of ''VideoGame/TurningPointFallOfLiberty'', set in an alternate WWII where the Nazis won in Europe and [[InvadedStatesOfAmerica invaded the US]], is urban warfare.

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* Everything but Represented in the last level of ''VideoGame/TurningPointFallOfLiberty'', set in ''VideoGame/HeartsOfIron'' series by incredible negative combat modifiers and high attrition from attacking an alternate WWII where "Urban" province. Most brigade types suffer heavy combat penalties, with armor and artillery taking the Nazis won in Europe and [[InvadedStatesOfAmerica invaded worst, while infantry take the US]], is least. Adding combat engineers to a division greatly reduces the penalties. As an added bit of unpleasantness associated with urban warfare.environments, most such provinces also count towards victory points, meaning that in order to force a country to surrender, you ''have'' to take them. The only real way to take urban environments without a costly battle is to surround them, cut them off from supply, and let the defenders break down, but that takes quite a while, as a division can hold out up to thirty days if fully supplied before they are cut off, and still take time to break while being attacked.
* The end of ''VideoGame/MassEffect3'' takes place in [[spoiler:mostly-destroyed London,]] with brutal fighting from building to building trying to clear the streets for vehicles to get through.
* The ''MechWarrior'' series often provides urban levels. In ''Living Legends'', urban levels are brutal meat-grinders; [[PoweredArmor battlearmor]] turn from minor nuisances to DemonicSpiders because of their ability to quickly traverse industrialized areas, climb onto rooftops, and in some cases, hide inside buildings, making them ''very'' difficult to flush out.
* Urban combat in ''[[VideoGame/{{Mercenaries}} Mercenaries 2]]'' varies from the odd skirmish in Maracaibo to a guerrilla incursion into Merida--both of which are later topped by an all-out [[spoiler:[=AN-PLA=]]] battle in Caracas. Enemy troops tend to spawn from public buildings, and the only way to stop them is to risk collateral damage by demolishing these structures with C4, tanks, rockets or good old-fashioned [[ThereIsNoKillLikeOverkill air/artillery strikes]].
* Seen in the first chapter of ''VideoGame/MetalGearSolid4''. Depending on your perspective, a few examples in chapters 2 and 3 as well.
* In ''VideoGame/MountAndBlade'', city battles are similar to castle attacks, but on steroids. When assaulting castles, once you gain a foothold on the walls, the battle is halfway won. If it's a city, it's only the beginning: when you secure the city walls, you have to win at least a skirmish in the streets (with a small band of troops, not the whole of your army) and often a final assault on the city's keep. Of course, cavalry is completely useless (while in the fields it can be a veritable sledgehammer), so all horsemen in your army are automatically dismounted and fight on foot.
* ''VideoGame/NintendoWars'': Cities (and bases) are tied with mountains for cover rating, meaning that any unit placed on one has takes far less damage. Add onto this that units on friendly cities are substantially healed every turn, mix in some artillery, and battles to capture cities can become ''very'' bloody.
* ''VideoGame/StarWarsBattlefront2015'' features Cloud City (of Film/TheEmpireStrikesBack fame) as a multiplayer map as DLC. It's quite the sight seeing Cloud Cars suicide bomb AT-[=ATs=] being defended by legion of Stormtroopers, all while the city remains [[EverythingIsAnIpodInTheFuture invariably white]].



* ''VideoGame/FalloutNewVegas'' has far less urbanized warfare going on, as the only heavily built-up areas are around New Vegas itself, and that area is well-secured by Mr. House's Securitrons and the New California Republic. Nonetheless, the ruined urban area west of Camp [=McCarren=] is overrun by the drugged-out Fiend raiders, and provides some fairly vicious urban combat if you go after their leaders and the Vault housing them.
* ''VideoGame/{{Fallout 4}}'' features even more urban warfare in the ruins of Boston, complete with fights inside skyscrapers. Outside of Diamond City and Goodneighbor, downtown Boston is infested with Raiders, Super Mutants, Institute Synths, and Gunner mercenaries, all of whom will shoot on sight. This also applies to the ruins of the surrounding towns. In fact, you get your first taste of combat early on in Concord, where you don PoweredArmor and wield a [[GatlingGood minigun]] to take out Raiders [[spoiler:and a Deathclaw]].
* The ''MechWarrior'' series often provides urban levels. In ''Living Legends'', urban levels are brutal meat-grinders; [[PoweredArmor battlearmor]] turn from minor nuisances to DemonicSpiders because of their ability to quickly traverse industrialized areas, climb onto rooftops, and in some cases, hide inside buildings, making them ''very'' difficult to flush out.
* Urban combat in ''[[VideoGame/{{Mercenaries}} Mercenaries 2]]'' varies from the odd skirmish in Maracaibo to a guerrilla incursion into Merida--both of which are later topped by an all-out [[spoiler:[=AN-PLA=]]] battle in Caracas. Enemy troops tend to spawn from public buildings, and the only way to stop them is to risk collateral damage by demolishing these structures with C4, tanks, rockets or good old-fashioned [[ThereIsNoKillLikeOverkill air/artillery strikes]].

to:

* ''VideoGame/FalloutNewVegas'' has far less urbanized warfare going on, as Everything but the only heavily built-up areas are around New Vegas itself, last level of ''VideoGame/TurningPointFallOfLiberty'', set in an alternate WWII where the Nazis won in Europe and that area is well-secured by Mr. House's Securitrons and [[InvadedStatesOfAmerica invaded the New California Republic. Nonetheless, the ruined US]], is urban area west warfare.
* ''RedOrchestra'', set mostly in one
of Camp [=McCarren=] is overrun by the drugged-out Fiend raiders, and provides some fairly vicious urban combat if you go after their leaders and textbook examples of this trope - the Vault housing them.
* ''VideoGame/{{Fallout 4}}'' features even more urban warfare in the
barely standing ruins of Boston, complete with fights Stalingrad.
** The popular ''VideoGame/ProjectReality'' mod takes this a step further by [[RealPlaceBackground using real-world cities]] such as Beirut, Muttrah, Basrah, Fallujah, and Karbala.
* ''VideoGame/ValkyriaChronicles'' has a few battles taking place
inside skyscrapers. Outside of Diamond City and Goodneighbor, downtown Boston cities.
* ''VideoGame/{{Vietcong}} 2'''s US campaign takes place in Hue City. The VC campaign on the other hand,
is infested with Raiders, Super Mutants, Institute Synths, and Gunner mercenaries, all of whom will shoot on sight. This also applies [[AvertedTrope much closer to the ruins of original]].
* In
the surrounding towns. In fact, you get your first taste of combat early on in Concord, where you don PoweredArmor and wield a [[GatlingGood minigun]] to newer ''Videogame/XCOMEnemyUnknown'', almost all abduction maps take out Raiders [[spoiler:and a Deathclaw]].
* The ''MechWarrior'' series often provides
place in urban levels. In ''Living Legends'', urban levels are brutal meat-grinders; [[PoweredArmor battlearmor]] turn from minor nuisances to DemonicSpiders because of their ability to quickly traverse industrialized areas, climb onto rooftops, and locations. With ''Enemy Within'' expansion, UFO can now crash in some cases, hide inside buildings, making them ''very'' difficult to flush out.
* Urban combat in ''[[VideoGame/{{Mercenaries}} Mercenaries 2]]'' varies from
the odd skirmish in Maracaibo to a guerrilla incursion into Merida--both of which are later topped by an all-out [[spoiler:[=AN-PLA=]]] battle in Caracas. Enemy troops tend to spawn from public buildings, and the only way to stop them is to risk collateral damage by demolishing these structures with C4, tanks, rockets or good old-fashioned [[ThereIsNoKillLikeOverkill air/artillery strikes]].cities themselves.



* In the newer ''Videogame/XCOMEnemyUnknown'', almost all abduction maps take place in urban locations. With ''Enemy Within'' expansion, UFO can now crash in the cities themselves.
* ''VideoGame/{{Vietcong}} 2'''s US campaign takes place in Hue City. The VC campaign on the other hand, is [[AvertedTrope much closer to the original]].
* In ''VideoGame/MountAndBlade'', city battles are similar to castle attacks, but on steroids. When assaulting castles, once you gain a foothold on the walls, the battle is halfway won. If it's a city, it's only the beginning: when you secure the city walls, you have to win at least a skirmish in the streets (with a small band of troops, not the whole of your army) and often a final assault on the city's keep. Of course, cavalry is completely useless (while in the fields it can be a veritable sledgehammer), so all horsemen in your army are automatically dismounted and fight on foot.
11th Aug '16 10:22:18 AM UmbrellasWereAwesome
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** ''VideoGame/{{Halo 2}}'' has one level which takes place in the fictional African city of New Mombasa, which the Covenant has occupied.
** ''VideoGame/Halo3ODST'' is set entirely within this city as a LowerDeckEpisode, in which the ODST team navigates through the thoroughly wrecked metropolis.

to:

** ''VideoGame/{{Halo 2}}'' has one level two levels which takes place in the fictional African city of New Mombasa (the future version of Mombasa, Kenya), which the Covenant has occupied.
** ''VideoGame/Halo3ODST'' is set entirely within this city New Mombasa as a LowerDeckEpisode, in which the ODST team navigates through the thoroughly wrecked metropolis.


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** ''VideoGame/Halo5Guardians'' has one level set in an ''alien'' city on the Elite homeworld; specifically, the holy city of Sunaion, which is located right over a sea.
11th Aug '16 5:51:57 AM Morgenthaler
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** Including one of it's multiplayer mods, ''IronGrip : The Oppression'', where it's the entire focus of the game.

to:

** Including one of it's multiplayer mods, ''IronGrip ''VideoGame/IronGrip : The Oppression'', where it's the entire focus of the game.



* Represented in the HeartsOfIron series by incredible negative combat modifiers and high attrition from attacking an "Urban" province. Most brigade types suffer heavy combat penalties, with armor and artillery taking the worst, while infantry take the least. Adding combat engineers to a division greatly reduces the penalties. As an added bit of unpleasantness associated with urban environments, most such provinces also count towards victory points, meaning that in order to force a country to surrender, you ''have'' to take them. The only real way to take urban environments without a costly battle is to surround them, cut them off from supply, and let the defenders break down, but that takes quite a while, as a division can hold out up to thirty days if fully supplied before they are cut off, and still take time to break while being attacked.

to:

* Represented in the HeartsOfIron ''VideoGame/HeartsOfIron'' series by incredible negative combat modifiers and high attrition from attacking an "Urban" province. Most brigade types suffer heavy combat penalties, with armor and artillery taking the worst, while infantry take the least. Adding combat engineers to a division greatly reduces the penalties. As an added bit of unpleasantness associated with urban environments, most such provinces also count towards victory points, meaning that in order to force a country to surrender, you ''have'' to take them. The only real way to take urban environments without a costly battle is to surround them, cut them off from supply, and let the defenders break down, but that takes quite a while, as a division can hold out up to thirty days if fully supplied before they are cut off, and still take time to break while being attacked.
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