Last night, the boy and I
headed down to the weekly game night and threw together a quick test drive of
the FUBAR rules. For those of you who don’t
know, FUBAR is a free, one-page, sci-fi set of rules from Gawd ‘Elp Us Games. As
a one page set of rules they are reasonably complete, with all the standard
rules for initiative, activation, movement, firing, melee, and morale. It uses
a bit of a hybrid game turn with elements of IGO-UGO and action-reaction.
Whoever wins initiative activates units by beating a target number based on
troop quality – better troops are more likely to activate. When a unit fails
its activation, that unit goes onto overwatch, and play passes to the opposite
player.
Like this, only bigger.
Firepower is resolved in
the standard manner – roll dice for each little man (with extra dice added for
squad support weapons), and each die that beats a target number (modified by
things like aiming, troop quality, and cover), hits a figure.Any hit figure that doesn’t make an armor
save is hurt.Sort of.The first few wounds suppress a figure and
left over ouchies eliminate a figure. The deal here is that each
suppressed figure in a unit makes it harder to activate on their next
turn.If your unit fails to activate,
your suppressed figures stand back up, but that unit is stuck on overwatch for
the turn.As a result, choosing between
suppression and casualties gives you the choice protecting your men and making
it more likely that your unit does what you want them to do. As a one-page rule set,
there were a number of issues that cropped up during play for which we had no
real answers.All we could do was use
common sense and roll a die.Although,
to be honest, I wound up giving the boy the benefit of the doubt more often
than not cause I’m just that kind of Dad. Let’s leave more detailed
discussion of the rules for another day.The take home message here is that the rules are light, quick, and easy,
and we’re looking forward to more games.Now that we’ve resolved the bulk of the drudgery of the rules, we’re
eager to put them to use with more sophisticated scenarios and asymmetric forces. Next time, I’ll bore you
with the stuff that won’t make a lot of sense if you’re not familiar with the
rules. Promise.
I've looked at the rules myself, tried them but the medieval version. I might also give the micro rules a test with my 6mm tanks. They are good for 1 page rules, glad you enjoyed your first foray!
Sounds good, Look forward to some game reports.
ReplyDeleteI've looked at the rules myself, tried them but the medieval version. I might also give the micro rules a test with my 6mm tanks.
ReplyDeleteThey are good for 1 page rules, glad you enjoyed your first foray!