>>96481500
>Can you give me names, or even links, to those wargames that you feel have good rules for playing in and with buildings? Would really help me out.
Warzone first edition had some very solid, simple rules that are pretty similar to some of the stuff for early Warhammer. Which is unsurprising considering the way Heartbreaker got started. You can find the rules on the Mutant Chronicles wiki site (
https://www.mutantpedia.com/Warzone.html). The first version was a tunnel-fighting system from Chronicles magazine, that was then elaborated on for the Capitol Bridgehead, Brotherhood Cathedral, and Bauhaus Bunker boxed sets. They're designed to play with floorplans on a side table as a sort of hybrid zone-system. Units can shoot out of buildings easily as long as they have access to a hole, but it's substantially harder to shoot in without a flamer, and stuff like mortars can't do it at all. Larger units are limited by their base size or silhouette, much like Infinity (see below). Moving around in a building is heavily-constrained by doorways and stairwells. Combined with short LoS indoors it can make for some very spooky bughunt games.
You could also look at other modern skirmishers like Last Days, Reality's Edge/This is Not a Test, Zone Raiders, and the like. They generally have very similar rules to old-school Necromunda.
Infinity basically treats buildings like just another part of the battlefield, albeit with a ceiling. The whole game has a lot more (for lack of a better word) precision to it than Warzone, because it's more tournament-oriented rather than an up-jumped RPG mass-combat system. It assumes you can just take apart all the buildings, somehow without disturbing the models inside, and do very tight LoS and reaction checks. Moving around is a lot more abstract.
"Into the Breeding Pits" for first edition Frostgrave is a dungeon-crawling expansion. It has some interesting ideas, like blown initiative rolls placing traps on the board.