Thursday, 8 November 2018

Skirmish Rules Testing: Part 9 - FUBAR

What?! We got to the corner without being hit? No way!

Presentation

Single sheet set of rules on PDF (https://fubarwargames.wordpress.com/downloads/). Also version for Traveller, a ship-boarding version (very GW) and a morale 2pp supplement. 

Set-Up

Standard, rules are in inches and cm, so used 1 hex = 2 inches. Just a short game planned as I'm getting the hang of what I'm looking for. My own encounter rules as on other scenarios.


Hore, Jones and  McDowell go right flanking...

How It Played

Cpl Hore was suitably stunned when he got the street corner without being shot at. In fact all of the first 4 encounter points rolled empty. With Hore's team covering from either side of the T junction LCpl Wall and Pte Wilson ducked and weaved across the road to get to the far gateway. Mid run they were engaged by insurgents on the next two rooftops. Caught in the interlocking fire Wall got suppressed, but next go he and Wilson made it into the gateway and cover form at least one shooter. But they were still in sight of the better team and Wall got hit twice and was out. For what seemed like an age Hore and Co brought down fire on both rooftops, but the insurgents had decent cover. They'd get suppressed but would soon be up shooting again. With units on 3 corners of the T junction co-ordination was also an issue. Finally Hore got Gallagher (with Minimi) and Wilson up onto the rooftop so bring better fire onto insurgents whilst he led Jones and McDowell on a right flanking move in order to get the UGL in range. Finally the Brits' luck turned and an insurgent on each rooftop was killed, and the other suppressed. It was Turn 15!

ENDEX situation

Rules Impressions

In turn terms probably one of the longest games. Units kept failed to activate (needing 4+ or 5+), so much so I upgraded the Brits to Veterans (3+). Lots of misses on firing, and when they did hit it was taken as a suppression and so recovered next term - there wasn't the weight of hits to turn into damage (2nd on a figure or 3rd on the team). Body armour did its job though, mostly. The insurgents also had cracking die rolling for most of the game, the Brits less so. Ranges were very short (hence the move of the UGL), and the UGL had no indirect fire/explosive mechanic, it was just another 3D6 damage maker.  No spot rules or proper suppression rules (just a by product of hitting), or smoke. Very few DMs.

Overall

I know a lot of people like FUBAR but it was just too simple/simplistic for me. If you want a one pager that feels more realistic Danger Close is way better. Overall 6/10.

Time to gear up for Gruntz!


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