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

25 May 2011

Detailed FUBAR Battle Report - Crusties vs Sulians

I’m going for something a bit different with this battle report.  Rather than simply posting the overall results, I’m going to attempt play-by-play commentary of the game as it was played.  This is so readers who are curious about the FUBAR system can see how it works in game, and how you can tweak it into just the kind of gaming experience you want to have.

BACKGROUND
The moon of Caris is a narcotics and weapons smuggling hub for the entire Conquest system.  Crusties have set up shanty towns near every major starport, cooking their hallucinogens and hiding them in government shipping containers.  Corrupt government officials pick up these drugs at set times, taking them into the starports.
The Sulian Alliance will no longer allow this.
A small force was sent out from the Sulian encampment near the starport of Lumeii.  Their mission is to destroy the Crusties narcotics labs, and make an example of all Crusties they find.

SCENARIO
3’ x 3’ desert table, with scattered Startown Slums and GZG shanties.  The Crusties were pre-deployed into the buildings and behind assorted crates and debris.  For this FUBAR game, the attacking Sulians will automatically receive initiative to start the game, but all Crusties count as being on guard during the first round.  This will enable them to take the first shots as the Sulians move into the shanties.
Each shanty is a target building.  The battlesuits and infantry are carrying demo charges, and the Stalker Tank’s weapons can also destroy them.  A charge is clamped on by a model in base to base contact.  It detonates the next turn, destroying the building.  For each building destroyed, roll a D6.  On a roll of 4-6, that building was a drug lab with unstable chemicals... each unit within D6” takes a hit, counted as a successful shooting attack.
The Sulians achieve victory by destroying  every target building.  The Crusties will only survive by either wiping out their opponents, or at least getting them to retreat from the table.

CRUSTY FORCES
  • The Crusties have six fire teams of four Crusties each.  Crusties have a basic training level of Seasoned, allowing them to Activate on a D6 roll 4+, and successfully hit their targets (Expertise stat) on 5+.  They do not wear armor, but their resilient exoskeletons give them an armor save of 5+.  Their basic energy rifles can fire 2FP at 8”, or 1FP at 16”.  Most fire teams have a Plasma Gun, which has 3FP at 16”.  There are also two Arc Gun teams on the table, which have 3FP at 32”.
  • A Guncrab walker is hidden behind the dunes.  It is Seasoned, a vehicle armor save of 4+, and is armed with an Arc Gun.
  • Additionally there is a Command fireteam.  These have a Veteran training level, giving them an Activation of 3+ and an Expertise of 4+.  

SULIAN FORCES (Critical Mass Protolene Walkers with Khurasan Felid infantry)
  • The trooper squad is Seasoned (Activation 4+, Expertise 5+), have an armor save of 5+, and are armed with Blasters (2FP at 16”)
  • The Battlesuits are Seasoned, have a vehicle armor save of 4+, and  ar armed with two Assault Blasters (each has 2FP at 32”)
  • The Stalker Tank is Veteran since it’s the command vehicle (Activation 3+, Expertise 4+).  It has a vehicle armor save of 3+ and is armed with two Stalker Cannons (3FP at 48”).  Sulian units may use the Stalker’s Activation stat as long as it is on the table, but are -1 to Activation the turn it is destroyed.

TURN ONE
The Stalker Tank activated and advanced into the slums.  It targetted the two immediaate threats to the infantry... two Crusty fire teams  hiding in the closest buildings.  Its right cannon fired at the Crusties covered by the triangle-shaped slum building, and the left cannon fired at the closest shanty.  One hit was scored on each.  The Crusties took the hit as a suppression counter, and the building did not contain a drug lab.  Nevertheless, the smouldering wreck was in base contact to the second Crusty fire team, so I gave them a suppression counter as well.  Seems like a viable special rule for this scenario!  The Stalker did move into line of sight of the two Crusty Arc Gun teams, so they burned their On Guard  counters and took their shots.  One scored a hit, and the Stalker Tank failed its armor save.  Rolling on the Vehicle Damage Table gave it a weapon destroyed result... not a good way to start the game.
The Battlesuits activated next.  They advanced quickly around the damaged Stalker tank and engaged the two Arc Gun Teams.  Since the Gun Teams were in cover, the Battlesuits needed to roll 6 to hit.  Three hits were scored on one, one on the second.  All but one passed their armor saves (that’s a LOT of 6s in a row).  I took that one as a casualty instead of as a Suppression marker, so they could be more effective in combat.
The Infantry failed their Activation roll and went on guard.  The assault isn’t looking good att his point.
The Crusties went next.  I rolled to activate the Guncrab first.  It failed and remained on guard.  Two fireteams did activate.  One fired upon the Sulian infantry, missing entirely.  The second fired and caused one casualty.  The Sulians burned their on guard counter and returned fire, killing one of the Crusties in the closest slum building.  The remaining Crusties went on guard.

TURN 2
The Crusties won the initiative roll.  They began their second turn by activating a Gun Team.  It activated and took an Aimed Fire action, gaining +1 to Expertise.  The Arc Gun fired on the closing Battlesuits, but the Plasma gun and rifle in that fireteam were still out of range.  The gun scored one hit, and the Suits failed their save. One Battlesuit became immobilized for the rest of the game.  The second gun team activated and selected the same option.  It scored five hits, four of which weren’t saved.  The four Vehicle Damage results were three 1’s (stunning all three suits), and a 6 (destroying one entirely).  The Guncrab took the next turn, rolling only a 2 for its activation die.  It remained On Guard and play passed to the Sulians.
The Sulian Infantry activated and advanced into the shanties.  A distant Crusties fireteam burned its on guard counter and fired a plasma gun, but missed.  The Sulians managed to wipe out the Crusties in the closest building, and would be able to destroy those buildings in the next turn.
The Stalker Tank activated next.  It fired on the middle of the three remaining shanties, destroying it.  It did contain a drug lab, which exploded and killed another Crusty trooper.  It also hit another nearby building, which did not reveal a second drug lab.  Three of the nine targets had now been accounted for.
The Battlesuits needed a natural 6 to activate.  They rolled a 1, and went On Guard.  

TURN THREE
The Crusties won initiative, but the first unit failed to activate.  Play passed to the Sulians, who activated their Infantry.  Three troops went into base contact with buildings, clamping charges.  The remaining infantry fired upon the nearby Arc Gun team.  They scored six hits - more than enough to kill the Crusties.  The Crusty command team now burned their on guard counter and fired sniper rifles at the Sulians.  They hit two, but one made his saving throw.  The Stalker Tank activated next.  It took an Aimed Shot at the far distant building, scoring two hits on it.  It held another Drug Lab and exploded, killing a Crusty in each of the two surrounding fireteams.  The Battlesuits activated next.  The immobilized suit fired some covering shots while the mobile suit Assaulted a nearby fireteam.  The covering fire didn’t hit anything, but the Assault succesfully killed another Crusty.
Play passed back to the Crusties.  The unit that was just assaulted failed to activate, and retreated since it was at 50% strength.  The Guncrab finally activated and advanted toward the Battlesuits, but its Arc Gun missed.  The surviving Crusty Arc Gun team activated and took an aimed shot, stunning the crew of the stalker Tank.  Another fire team activated and chose a duck & weave action, rushing to engage the Sulian infantry.

TURN FOUR
The Crusties won initiative.  The command team attempted to activate but rolled a 1, going on guard and passing play back to the Sulians.  The Sulian Infantry activated and advanced to the final two target buildings.  The three buildings they had just set charges to detonated, two rolling as Labs.  One was close enough to hit a Sulian trooper, but he passed his armor save.  The Sulian infantry fired at the Crusties hiding in the final two target buildings, but only scored two hits.  One saved.  The other was taken as a casualty - the battle is too far along to suppress any troops!  The Crusty Command Team now burned its on guard counter and fired - hitting three Sulians and killing one.  The Sulian Battlesuits activated next.  They both took aimed shots at the Guncrab.  They caused four hits - three were saved, one rolled for damage.  The Guncrab’s weapon was destroyed.  The stunned Stalker Tank needed a 5 to activate, but only rolled a 2.  Play was passed back to the Crusties.  The fireteam that had just been engaged now returned fire.  They scored two hits - one saved, one was taken as a further casualty.  The remaining Crusty rifle team failed to activate (going on guard), but the Arc Gun team activated and took an aimed shot. They hit the Sulian Battlesuits four times, destroying two weapons on the immobilized suit and one weapon on the second.  Since one suit was now immobilized and disarmed, I decided to let the pilot bail out on a roll of 4-6.  He rolled a 2 and remained stuck in his damaged battlesuit.  

TURN FIVE
The Sulians won initiative.  The infantry activated first - two Felids moved into base contact with the remaining two target buildings, while the remaining three fired upon the Command Team.  Two Crusties were hit, but one passed his armor save.  The final two buildings now had charges clamped to them, effectively achieving the Sulian objective.  The Stalker Tank failed to activate and went on guard.   Play passed to the Crusties, and the Command Team activated for an Aimed Shot.  The shooting was effective - all of the remaining Sulian infantry were wiped out.  The nearby Crusty fireteam fled the rigged buildings and fired their plasma gun at the Stalk Tank.  They scored one hit, but it was saved.  Only one Crusty unit activated succesfully for the rest of the round, but it didn’t have any heavy weapons that could affect the Sulian vehicles.  
The final charges detonated.  All of the target buildings were destroyed, but at a very heavy cost.  One damaged Stalker Tank and an equally damaged Battlesuit are the only things that returned home from the fight, but the Crusties would need months to recover their narcotics operations.  

AFTERMATH
This scenario was far more balanced than I realized!  I thought the advantage would definitely be to the Crusties, as every single one of their troops were in cover for the entire game.  I also thought that the lack of higher Expertise ratings among the Sulians would be a handicap, but it was a pretty thrilling game.  I’ll have to play aa follow up scenario of some kind... the Crusty drug kingpins won’t take kindly to this level of Sulian military intervention!

Chris

12 February 2011

New link for the FUBAR One-Page Sci-Fi Rule System

A quick weekend update: Craig Cartmel has updated the FUBAR section of his website, posting most of the force supplements we generated at the Yahoo group.  


For those of you who aren't familiar with FUBAR - they are a one-page set of rules from the genius who gave us the Forge Of War game system.  They are an extremely clever system that encourages you to get to the battlefield right away, rather than spending hours and hours perfecting your army list or bickering over interpretations of vague special rules.  They are absolutely perfect for a pickup game... just toss down two roughly-similar forces, come up with some basic victory conditions, and play the game!


This game is endlessly modifiable using the core mechanics.  On this page you will find a variant that I knocked together to play Space Hulk/Doom: The Boardgame style battles: http://basementgamingbunker.blogspot.com/p/fubar-resources.html

If you haven't given these a chance yet - just try them!  You might be amazed how enjoyable it is to play a game like this.

Chris

15 December 2010

Best of 2010 - 15mm Edition

And now for the presentation that nobody was looking forward to (mainly because I just invented it today) - the Basement Gaming Bunker Best of 2010 Awards!


Okay, so the recipients don't actually receive any kind of fancy trophy or certificate (unless they REALLY want me to make one). Mostly I want to use this as a chance to review a dozen or so items in one simple post. Honorable Mentions are awarded to items that I don't actually own yet but intend to do so as soon as the budget allows.

So here we go...

-Best New Figures. Without a doubt, this was the toughest category. After much deliberation I declare the Sepulvedan Resistance Heroes from Khurasan to be this year's overall winners. The reason for this is the sheer number of reactions from 28mm fans who couldn't believe these were actually 15mm sculpts.
Honorable mention: the Orion Republic troops from Blue Moon Manufacturing. I love what little of their product I've acquired so far, and intend to add these to my collection early in 2011.

-Best Old Figures. I've invented this category for items that have been on the market for a few years and simply don't seem to get the love that they deserve. While there were several good candidates from the Laserburn and Asgard ranges at 15mm.co.uk, I am presenting the award to the “Buckethead” infantry in RAFM’s ex-Citadel line. Something about these guys' Rogue Trader-esque appearance just made them an absolute necessity for my collection (and yes, Mark H., you can mock me as much as you want for this!).

-Worst Figure Poses. Many of us have lamented the unrealistic or static poses that have plagued sci-fi wargaming for so long. I'm giving special recognition to one particular line of figures this year. The reason I'm calling these specific minis out is because everything else from this manufacturer, especially in terms of pose and design, has been simply fantastic. And the designs of these figures is also wonderful, or I would never have purchased them in the first place. I'm talking about the Blockhead Battlesuits from Critical Mass Games. Neat figures, great armor, cool weapons... but what the hell are they shooting at? With this many different poses, why in the world are so many of them trying to burn the worms? I haven't decided how I'm going to paint mine yet, it's fairly obvious that they will be some form of interstellar pest control.

-Best New Vehicle. Just as tough of a category as Best New Figures. I ended up with some pretty great items from GZG, Khurasan, and Critical Mass Games this year, but I have to give the award to Rebel Minis for the Earthforce and Titan Marine HAMR Suits.
Honorable mention: Combat Wombat's Bullfrog Lander. A must-add item for early 2011.

-Best Old Vehicle. Again, I'm awarding this to an older model that is never worth overlooking. Old Crow Products' Gladius tank/Glaive APC (grav propulsion variants) are the winners.

-Most Enjoyable Rules System. This was actually the easiest award for me to give: the FUBAR rules by Craig Cartmell (of which I was a contributor) have resulted in some of the most enjoyable wargames I've ever played. And I love how easy it is to create new supplements and variations without completely destroying the simple elegance of the system. Anybody who hasn't taken a look at these yet should be ashamed of themselves. They are one page long. You can find time to read through it!

-Most Complete Rules System. There are obviously times when you don't want to sit down and invent special rules for every mini in your collection, or you want to see a ready-made campaign or solo play system. USE ME from 15mm.co.uk accomplishes all that and more, and for a very reasonable price.

-Best Starter/Combo Deal. I created this category to recognize Micropanzer Studios' new 15mm Sci-Fi SAS line. While these are now available as single packs, Jason originally offered them as a 51-mini starter deal for $25. For 50 cents a mini we received some excellent sculpts and a great variety in poses and weapons. I look forward to seeing how his product range expands over the next few years - he has some VERY promising concept sketches.

-Best New Terrain. A fairly slim category at this point. Which I can't complain... I tried to get my own buildings out a few months ago but found I just couldn't mold and cast them to my personal standards. But enough about my miserable failures, and onward to others' resounding successes. The award for this year goes to Ground Zero Games for their colony shacks.
Honorable mention: also in the shantytown genre (must be a theme for me this year) I wish to recognize Battle Work Studio's Startown Slums line of buildings. I need to get my hands on a set!

-Cleanest Casting. I wanted some special recognition for the miniatures that required absolutely no preparation work whatsoever before I primed and painted them. First place goes to the Rebel Minis Earthforce HAMR Suits (main body), and second place goes to Critical Mass Games for the ARC Fleet line of buildings. Great work on both product lines!

-Worst Casting. This rotten tomato goes to 15mm.Co.Uk - specifically to the Law Officer Bikes from the Laserburn line. Most of the Laserburn and Asgard line still seems to be pretty viable based on the numerous other quality minis I purchased from them this year. But of the three bikes I ordered, only one was barely salvageable. The other two are going to end up in a rubble terrain pile. If there is no way to remake this mold then the model needs to be retired ASAP. But I will happily say that this mini was not at all a good representation of the Laserburn range - I've had nothing but clean castings outside of those bikes.

That wraps it up for 2010. Congratulations to all the winners... may you keep accepting my money for years to come! And just to keep things moving forward:

-Most Anticipated for 2011. I would like to list the things that have been announced (or at least mentioned) by the various manufacturers in 15mm Sci-Fi:
Minis: Blue Moon Manufacturing's range is supposed to grow (everything we saw this year was considered to be pre-release), Rebel Minis has announced command troops for the Titan Marines line, and Ground Zero Games has announced NAC Power Armor, UNSC expansion, and further resculpts of their older ranges. All of these will be welcomed with open arms!
Vehicles: Again we have tons of good stuff on the horizon, but I'm giving the ultimate nod to Khurasan for the Federal Army vehicle range that has been previewed.
Rules System: Tomorrow's War by Ambush Alley Games/Osprey Publishing and Gruntz by Inrepose.

So my question to you - what have been your favorite releases in 2010?

Chris

18 October 2010

Review - Paper Make It! Space Base

Paper Make It! recently advertised their Space Base on TMP. I'm usually not one for paper terrain, but this was something different - a set of rooms and corridors, in the vein of Space Hulk, Doom: The Boardgame, and Space Crusade. It looked fantastic from the pics on the website, and had one thing that set it apart from most other downloadable corridors: it is available in both 28mm and 15mm versions.

I'd been curious for some time now about PMI's other products (notably
Shuffler), so I decided to order the 15mm Space Base as a demo piece. If nothing else, this would give me a ready-to-use rooms and corridors set for my growing 15mm sci-fi collection. The PDF pages looked great on screen, but how would that translate to the printer? Let me show you!

And this isn't really maximizing the full potential of this product. I printed these on recycled cardstock using a color laser printer. If this was printed on a inkjet using a higher quality paper or photo stock, these would look absolutely fantastic (and probably be more durable). The PDF prints eight pages with a very wide assortment of halls, junctions, and rooms. By only printing the main set once (no repeats yet), you get more setup variety than in any of the similar board games.

To make these sections a bit more durable, I used spray adhesive to mount them onto black presentation board from Hobby Lobby. This made them just as durable as any of the "professional" board games. Here's a shot of the mounted components and a comparison of the Space Base against Space Hulk (3rd Edition) and Doom.


The only thing that might be "missing" from this set is a way to interlock the tiles. I thought this would be a problem, but I haven't encountered much slippage on the table yet. I've already played a half dozen games with these rooms using the FUBAR First-Person Shooter variant (currently available in the Forge Of War Yahoo group) and I think they work brilliantly.

So if you've been looking for a great set of rooms and corridors to simulate your favorite alien-infested ships or demon-infested complexes, grab a set of these! A little time with the printer, a few hours with some glue and a knife, and you'll be very impressed with the results.

Chris

19 September 2010

FUBAR Battle Report - Clear the desert!

After an extremely productive weekend of painting and making hills, I decided that t
oday I should play a quick game of FUBAR as a reward. I still haven't finished assembling my 15mm forces to their completion, but that's hardly an excuse not to play, is it?

BACKGROUND - The Copper Moon,
five clicks south of the Bronze Harbor starport

A local ore hauler informed the Bronze Harbor Police Force that a hostile group of alien thugs had been raiding their shipments. A quick flyover by a spy drone revealed that the aliens were hiding out in a few desert shacks just outside of the starport. A few pictures were taken, and it was clear that there were around eighteen of them, all well-armed.

A patrol was quickly dispatched to handle the situation. The patrol sent included one heavy patrol car (armed with three tribarrel autoguns), an assault team (consisting of two shield/baton troops, two baton-armed canine handlers, and two canines) and a support team (consisting of two grenade launchers and two assault rifles). Normally the assault and support teams would be mounted in armored troop carriers, but their commander hadn't requisitioned them yet (I need to place an order with Ground Zero Games!).


THE BATTLE


The patrol car hit the alien encampment with complete surprise. They found that six of the aliens were patrolling the camp, and opened fire upon them right away. The alien leader then sent a second group of six over the ridge to attempt a crossfire against the invader. They fired, but were unable to damage the patrol car's armor. The alien leader snapped the power claw onto his arm and moved to deal with the situation himself, only to be faced by the assault and support teams.


The battle was quick and brutal. The alien leader engaged the police teams right away, but the canines and power batons, supported by the grenade launchers and assault rifles, were too much. But one dog, his handler, and a riot troop were killed in the assault. One of the alien teams broke away from the patrol car to seek revenge, while the other team killed the three gunners in the patrol car. The police teams tried to stand and fight, but their marksmanship and fighting ability wasn't sufficient against so many aliens. At the end of the melee, four of the aliens were still alive, and both police teams were slaughtered. The damaged and unarmed patrol car limped back to Bronze Harbor to report that the mission had failed.


AFTER ACTION

The more that I look at other rules systems, the more convinced I am that FUBAR is my primary game. This fight took about 30 minutes to play out, but it didn't feel like I was missing any level of detail, nuance of fighting conditions, or make me miss another game system. It was a bit of a fun scenario, one I will definitely run again as I expand these two forces.

Chris

14 September 2010

More fun rules part 1 - FUBAR

Greetings all,

After an extremely busy summer, my life has finally calmed enough that I can get back to my wargaming hobby. And it's a great time to do so. There are three rulesets that will be discussed over the next few posts. The first is a new free ruleset by Craig Cartmell (author of Forge of War) - called FUBAR. It's a great system - something of a hybrid between Forge of War and Ganesha Games' products, but with a few wrinkles of his own. FUBAR is a generic system, with many force lists and supplements being developed (including by me). But there are two things you really need to know about it:

1) It is a free download (found here and on the Forge of War Yahoo group)
2) The entire ruleset prints on a single page, as do each of the force supplements

Yes, you read that correctly. You can print off a single page, grab some six-sided dice, a handful of miniatures, and play a wargame. The game plays extremely well with about 4-10 fire teams or vehicles per side. I've played this two different ways so far. One way was a small skirmish using 40k miniatures (two Ork mobs vs about fifteen Space Marines) on a Cityfight table. The second and more common way I've been playing is Ambush Alley and Ganesha Games style... 15mm sci-fi on a 2' by 2', terrain-heavy playfield.

FUBAR uses just five statistics. Troops use three - armor save (if applicable), activation and expertise. Activation is exactly as it sounds... used to determine whether or not a unit can take actions in a game turn. Expertise is used to resolve all types of combat, and some scenario-specific rolls. Weapons also have just two stats - range and fire points. A sample unit might look like this:

Titan Marines (5) Medium Armor (5+ save), Activation 3+, Expertise 4+
4xAssault Rifles (Range 24", 2FP) and 1xMissile Launcher (Range 32", 3FP)

At the start of the turn, the Titan Marine player wins initiative. He rolls a D6 to activate his unit, and the result is 5. Since Titan Marines activate on a 3+, the roll is successful. The Titan Marines are 20" away from a unit of Scourge (3+ armor save). The Titan Marines can fire a total 11FP at this range, so they roll 11 dice against their Expertise. Every roll of 4+ (their expertise) is a success, and the Scourge will be hit unless they pass their armor saves. That's the basics of FUBAR combat. There are many more effects, such as suppression, cover effects, and some special rules for the Scourge's automated nature.

But those are the basics. Simple and fun. The entire point of FUBAR.

Chris