Showing posts with label FUBAR. Show all posts
Showing posts with label FUBAR. Show all posts

Saturday, 29 October 2016

FUBAR 40k Themed Game

I ran a game at the club on Thursday using an adapted version of the FUBAR rules with a 40K themed army and weapon listing. I do like the activation sequence and acton options in this rule-set.  The game was a good excuse to get out and some of the huge range of 40k figures we have between us.  A first outing for my friend John Elwen's nicely painted Space Wolves.
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Saturday, 28 March 2015

15mm Sci-Fi Game - AAR

Umpired a 15mm Sci-Fi game at the Harrogate Wargames Club on Thursday night.  Gavin, Mark and Simon attacking against John, Mick and Chris in defence.  Rules used - FUBAR Expanded 15mm Sci-Fi.

The attackers had a Hvy Grav tank and 5 Walkers + 2 Armoured Inf Squads and 1 x Power Armour squad against the defenders 2 x Heavy Grav Tanks, a Armoured Grav Flyer, couple of scout vehicles and several squads of Inf with ATGW teams scattered amongst them.
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(Walkers all by made by Critical Mass Games as are a couple of the tanks.  I Grav tank by GZG, as are most of the Infantry and wheeled vehicles. Flying Grav Jet tank by Blade Miniatures)
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An engaging game with an early exchange of Railgun rounds seeing one of Gavs Walkers knocked out and one of Marks damaged (seen below with Railgun KO'd) .
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A further exchange saw both Simon and Chris losing their Grav tanks with my new Walker 'Vera' in action for the first time.
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'Vera' piloted by Jayne
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Mark brought his Power Armour Infantry up through the wood (seen below) and along with the damaged walker chewed out the opposing Infantry and then jump-packed into the town.
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Micks wheeled scout vehicles getting destroyed in the process as Marks armoured Infantry advanced as well.
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Gavin chewed up some Infantry and then moved his other Walker up.
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Johns reserve squad kept its head down amongst the rocks supporting the flying grav jet.
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Gavin then jumped 'Vera' into close proximity to Johns surviving Grav tank, but this brave effort to breach the enemy line was in vain as John made his Initiative role and then destroyed her. 
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At that point we called an end to proceedings.  With regard a result, I judged a slight edge to be have been with Gav, Simon and Mark at the end.   A good game overall :)

Post game notes/thoughts:
1.  A slight tweak to the rules explaining Line of Sight (LoS) with regards to looking in and out of woods is required.
2.  The Infantry ATGW groups should have a +1 sight bonus to hit.

Friday, 20 February 2015

FUBAR - 28mm Sci-Fi - 40K

Last night at the club we had a another FUBAR 40K game.  Further tweaks to the rules were experimented with, namely:
a)  Adding an activation system as per the Bolt Action rules, and
b)  Adding proper penetration charts for armoured vehicles, like with the FUBAR 15mm expanded rules our club uses.
c)   Use of a slave Psyker.
The penetration charts worked fine but the Bolt Action system of pulling dice out, to then prompt an activation role was deemed a failure by all involved.  In future where multiple players per side are involved (as they were in this instance) we will use a system where at the start of each turn both sides roll to see who goes first, highest on a D6 winning.  Every player on that side then gets an opportunity to try and activate a unit.  It then switches to the other team, who then get to try and activate a unit each etc etc.  The Pysker rules were fine as well, and detailed at the end of this posting.

The scenario last night saw the Emperors forces fighting on the fortress-world Jago against the dark forces of Chaos.  It had become know that a lost relic associated with Saint Sabbat had been found in a small village.  A mixed mech platoon of the 53rd Cadogus Regt (Imperial Guard) was despatched with a small Pysker unit from the Sanction Division to secure the artefact before it was desecrated by the unbelievers.  The enemy forces also despatched forces to the village, in the shape of an Ork Platoon and two Chaos Space Marine squads.  

Battle was joined when the 53rd were disturbed searching the village.  One section of Guard held up the Orks north of the bridge, but were ultimately wiped out to a man.  The Chaos Space Marine advance from the West was disrupted when a Pysker took control of a squad member with a missile launcher.  This and a Lee-Man Russ tank saw that squad being eliminated, but the mental effort was too much for the Pysker who suffered a melt-down.  A 2nd Chaos squad made it into the village but was unable to stop the Guard locating the artefact and escaping off-board before they too were wiped out.  An entertaining little game overall  
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Here's some pics.


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Slave Psyker Rules for FUBAR 40K (Expanded)
Slave Pysker is chained in a cage and has to be attended by at least 2 member of the Sanction Division who will be armed with Laser Pistols and Flak body Armour.
1.  Must be activated in the normal way.  Initiative roll 4+.
2.  Range of use: 36:
3.  Can attempt mind control of any individual (not another Pysker).  Is successful on a roll of 2+ on a D6.
3.  The following turn(s), provided the Pysker activates the individual under control can be given any normal action, including a new one of Suicide.
4.  Once under mind control, if the Pysker does not successfully activate, the individual does nothing.
5.  Each turn the Psyker uses his mind control there is a chance he will go mad.  On a roll of 6+ each turn this happens.
6.  If the Pysker 'goes mad' the following happens:
a)  The individual under his control reverts immediately to the original players control.
b)  His attendants are automatically killed by a Psychic blast.
c)  Any other troops within 12" must make a D6 roll, and on a 5+ go mad and go over the enemy's control where they must try and fire on their old team mates.  If no targets can be seen, they commit suicide.

Monday, 1 December 2014

FUBAR 40K Game At The Harrogate Wargames Club

At the moment I'm re-reading one of my favourite sci-fi series of all time, the Gaunts Ghosts omnibus edition by Dan Abnett.  Of course reading about the Warhammer 40K universe prompts an itch to dig out my 40K figures and have a game.  The problem though is the Gameswork Shop 40k rule set which is not at all liked by myself or my gaming group at the Harrogate Wargames Club.  As a comprise I suggested we use the expanded version of the FUBAR rules I've blogged about before and a 40K supplement I found on the web.  Accordingly we had a game a couple of weeks back with myself acting as the Umpire.

Playing on our usual 8' x 8' table an Imperial force comprising 2 x squads of 5 Space Marines and a squad of Imperial Guard (10 strong) entered in one corner and the forces of Chaos in the shape of 2 Ork squads (12 each) and 2 squads of Grots Snotlings (10 each) at the opposite.  Both sides moved forward and got set into each other and it quickly became apparent that the Space Marines had a significant qualitative advantage in-spite of their small numbers.  Both sides fed reinforcements in in the form of heavier units including a 3 man unit of Imperial Terminators which teleported down but using a random dice not into a great spot! LOL.  Undaunted however they climbed onto a building and opened up with their Heavy Bolters.  This was an interesting moment for they almost wasted an entire Orc squad in one round of firing.  This generated lots of banter round the table and a last ditch effort by the underpowered Orc team to try and kill some more Marines.  At this point we ran out of time, but notwithstanding this the game was judged to have been a great success.  Easy to pick up rules that gave a reasonable result without too much stress made a for a good evenings wargaming entertainment :)
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Here's a selection of photos from the game.

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Saturday, 18 October 2014

FUBAR - 15mm Sci-Fi Rules

For those interested in my expanded version of the FUBAR rules for 15mm Sci-Fi (adapted from a set originally written by Craig Cartmell) they can be downloaded here from Dropbox.

Current version:  3-8-1   Link      (Originally uploaded on 6 Nov 2016, link refreshed on 8 Feb 2020)

In addition there is an Excel file with vehicle details:

Current version: Version 14     Link    (Originally uploaded on 6 Nov 2016, link refreshed on 28 Sep 2017)
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Monday, 14 October 2013

15mm Sci-Fi - Club Game - Objective: Take And Hold The APC

At the club last Thursday whilst some of our gaming chums tried out a 1/300th game of the new FoW Arab Israeli supplement, John Elwen and myself started a game of 15mm Sci-Fi.  We'd talked about it for weeks, and so were looking forward to the game.  I did originally have aspirations to pull together a detailed scenario, but pressures of work and family got in the way, so on the night we opted for a straightforward encounter game.  The objective for the night was to take and hold a broken down APC in the middle of the table which held important intel.
The rules for the night were our own expanded version of FUBAR in which we are also trying out three adjustments:
1. +1 to Activation roll if the unit failed to Activate on the previous turn.
2. Units on Guard have a -1 penalty to Hit.
3. New action called Overwatch. Acts the same as the Guard but with +1 to Hit. Troops don't need to re-activate to each turn.

We managed to get about 4 turns in before running out of time.  On the last turn of the night I managed to get my commander (in Dreadnought armour with a mini-gun) onto the objective, but his supporting squad was totally wiped out.

Vehicle of the night was a (Hammers Slammers) Blower Tank of John's that soaked up multiple hits that KO'd its main gun and inflicted so much damage on the skirts it was reduced to 1/8th speed.
The game still has some legs, so we are continuing this coming Thursday.
Here are a few photos.
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My team advancing.
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My Grav jet tank starts its high speed run it.
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Robot support.
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My HQ Power armour squad
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John's blower tank right next to the object.
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My commander confidently jetpacks to the top of the objective.
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Overhead shot from Johns end of the game table.
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A squad of John's infantry (GZG) advance with tracked support units (each armed with twin-linked 50 cals).
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Thursday, 22 August 2013

Very Simple Generic Miniatures Rules

I've been corresponding with a guys called Michael Taylor about the FUBAR Sc-Fi version of the rules I adapted Link.  He referred me to a yahoo group dedicated to a concept called 'Very Simple Generic Miniatures Rules' which are described as, 'A very easy to play set of generic miniature rules for any time period and any figures'.  They certainly look worth investigating.  Link
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Saturday, 16 February 2013

FUBAR - Support Weapons Table + Leclerc Tank Sci-Fi Variant

A couple of people have asked that I post the Support Weapons table from the expanded Sci-Fi FUBAR variant I've recent wrote about.  Here is a screen shot:
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 Here's a couple more (staged) photos of the Leclerc tank.
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Saturday, 2 February 2013

15mm Sci-Fi FUBAR Rules

Well back at my old club (Harrogate Wargames Club) after our move north, in some ways it seems like I've never been away these last 18 years.  After we finished off a 20mm Bolt Action game a couple of weeks back I offered to run a 15mm sci-fi game for my normal gaming crowd.  I'd do the scenario and provide the figures and rules, all they needed to do was turn up.  I opted to use the FUBAR rules as:
a)  they are very easy to pick up,
b)  they work extremely well, and
c)  I'd been thinking about some improvements and wanted to try them out.
For those unfamiliar with the (free) FUBAR rules, it's all about getting a workable set of rules onto one side of A4.  I'm not hung up about the one-side of A4 aspect, so I increased the font size, expanded all the points out so they are easier to isolate and read, merged the modern and sci-fi sets, and added (in my opinion) an improved vehicle damage system.  I opted to run two linked games over a 3 week period.  The first one was an ambush, and the survivors from both sides were then reinforced for the second which was an attack and defend.
Here's a couple of photos:

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My hope was that the guys would enjoy the game sufficiently to feel inspired to go and buy some 15mm Sci-Fi figures themselves (or at least get some more).  In this I think I have been successful.  Both games went really well, and the rules worked great.  Hopefully at the Vapnartak convention here in York tomorrow, some 15mm sci-fi will be purchased :)  Ideas are currently afoot for a small campaign.  If anyone wants the current version of the rules we used (word doc), and the some vehicle record cards (excel), leave a message and I'll send them onto you.


For your interest I've repeated below part the rules concerning activating units.

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Table 1 - Unit Training/Experience
Level
Activation
Expertise
Suppress
Green
5+
6+
1
Regular
4+
5+
2
Veteran
3+
4+
3
Elite
2+
4+
4

4.1   FUBAR is played in ‘Turns’.
4.2   In a turn all players get to attempt to activate & use every Unit under their command.
5.  Initiative                                                                                                                                                                            
5.1   At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
5.2   The player that scores the highest can attempt to Activate a Unit first.  If this succeeds then that unit can choose one action and carry it out.
5.3   He can continue to activate units until he fails an activation, then the initiative passes to his opponent.
5.4   If there are more than two players the initiative passes to the next highest score.
5.5   The initiative passes to & fro as players pass and fail Activation rolls, until they have all had a chance to try and activate each Unit in their command. 
6.   Activation 
6.1   To Activate a Unit a player must roll equal to, or more than, the activation number given in the Unit Training/Experience table.
6.2   A unit with a leader attached uses the Leaders Activation Level instead of its own.  
6.3   Add one to the roll if there are no visible enemy.
6.4   Once activated a Unit can do one of the following:

  Table 2 – Activation
Choice
Move
Notes
Walk
6"
The unit can also fire a small arms weapon, or throw a grenade, at one point at any time during their move.
Run
12"
Cannot fire weapons or throw grenades.
Duck & Weave
8"
Cannot fire weapons or throw grenades.
Figures count as being in Soft Cover.
On Guard
0"
Can react once per turn by: returning fire on an enemy that fires at them, or firing at enemy movement across their field of fire.
Gone to Ground
3"
Drop into nearest cover. Increase the level of that cover by one.
Cannot fire weapons or throw grenades.
Aimed Fire
0"
All figures in Unit get +1 to firing.
Assault
8”
Move into close combat with enemy.

6.5   Units that fail to activate are ‘On Guard’, unless it is an Infantry unit that has taken have taken more than 50% casualties.  In this instance withdraw using a ‘Walk’ action at a speed of 6” away from the nearest visible enemy, or towards their deployment point if there are none visible.  (Note: a unit of 8 with 4 men remaining has not fallen below 50%)
6.6   No modifiers can make a Units Activation roll worse than 6.
6.7   Troops wearing jump packs increase their basic movement from 6” to 12” and can ignore intervening terrain.
6.8   When a unit is on ‘Guard’, it is its discretion if it reacts to being fired on, or enemy movement, BUT, it must decide at the time when the opportunity presents.  It can fire at any point during the enemy movement.



Thursday, 13 January 2011

First FUBAR Game

After weeks of trying to get together with my 15mm sci-fi enthusiast chum (James) for a game, we at last managed it tonight trying out the free set called FUBAR. The concept of them was derived by Craig Cartmell who has also written the Forge Of War rules as well. The aim of FUBAR was to have a fast playable set of rules, that can fit in one side of A4. Trying out the 3rd Edition tonight, we were totally blown away by how well they played, and can't wait to have another one. Check out the FUBAR Yahoo group for more information.
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I haven't had time to do a AAR, but here are few photos from the game.
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