FUBAR hones an interesting activation system whereby players can attempt to activate a team and maneuver it or conduct fire following a successful activation roll. This is a neat concept, but one that gets FUBAR into some trouble and I'll explain that later.
The scenario was simple - 2 American squads consisting of 4 fireteams must clear a few blocks infested with hardcore "insurgents" taking place "somewhere in the middle east."
The Americans were to advance straight into the town with fireteams bounding to their objective while their other fireteam provided fire support.
|US Teams at the jumping off point.|
|insurgent teams lie in wait for the infidel invaders|
|US Team advances a block|
|and are ambushed by insurgents!|
|After a brief shootout, 2 remaining insurgents are suppressed|
|facing down the US troops|
|another US activation sees all of them wiped out - first rules issue I found? Man alone.|
This roll is not to be messed with as it occurs after you've saved.
Next issue I found - and I hate to bring up other rules but in disposable heroes (Iron Ivan Games) only half of your troops in fire teams can fire at any one time. This is exceptionally realistic in my humble opinion and I'm thinking of incorporating it into my FUBAR games. This gives a huge advantage to "mobs" like Somalis or hordes of Shi'a insurgents in Sadr City. Truthfully, they don't shoot very straight. I'd like to try this rule out and see how it goes.
|US troops advance against an alleyway. under the current rules, they got 8 fire dice in this instance. The insurgents got a ton more but thanks to bad rolling, the "good guys" prevailed in this small firefight.|
|lone survivor SAW gunner scans a rooftop for insurgent movement. The blue bead means he's "on guard" or in actuality it means that he failed an activation role and can do nothing but sit and scan, firing at a target as it appears.|
|i used red beads to track firing.|
OVERWATCH TEAMS: If you can afford to have a team sit on "On Guard" orders the entire game, do it. Raining 9 firedice down on an opponent while he's attempting to flank your lead element is awesome. My favorite tactic was to run (12" movement) my guys into position the first turn (or the first turn they passed an activation) and have them sit there the entire time firing into the bad guys.
Leadership Goes with the Moving Element: Your most vulnerable element is always your moving element. One thing I like about FUBAR is your leadership adds their modifiers to the troops in their charge. My US Squad leaders added a +1 bonus and the troops exposed to withering insurgent fire on the ground needed the extra help in activating.
RECOMMENDED "TWEAKS" for FUBAR:
The activating feature of the game - while critical - really bogs the game down in my opinion and takes away from the fluid nature of infantry combat. My fix for this is to use dice commensurate with the training / quality level of the troops. So untrained / conscripts get a D6 for all their actions, seasoned/trained get a D8 for all their actions, veteran get a D10, and elite get a D12 - this way you get to keep the fog of war aspect in all your actions, but better troops have an even better chance of carrying out their actions. Same goes for firing - use dice commensurate with the troop quality during firepower rolls. Here's an example:
"seasoned" US Troops activate on a 4+ with a D8, and hit their target on a 5+ on a D8
untrained insurgents activate on a 5+ with a D6, and hit their target on a 6 on a D8.
Modern weaponry being what it is, still affords your troops 2 firepower dice when using a modern AR like a Kalashnikov. A team of 6 insurgents all with AKs gets 12 firepower points. That's a ton of firepower! Even if it does hit on "6s"