Well - truth be told I have NOT done better but I still discovered that there are some great concepts in FUBAR that are easily overlooked by many gamers due to unbelievable pricetag. ($0.00) and that with some slight modifications, units can be tweaked and the system adjusted from fighting individual figures and teams, up to squads.
As opposed to simply pretending that it's another scale, this version has its own identity and some oddities that the player of FUBAR would not immediately recognize and this was done to accommodate the "Squad/AFV as Unit" effect and put the player in place of a Company Commander.
The resulting mess is a tactically unforgiving game that is easy to play and gives the commander the ability to exercise tactical options.
Here are some of the concepts:
FUBAR forces you to roll a 1D6 to activate units and the better the unit or troop quality, the more likely you will activate them to carry out an order. This remains the same as in regular FUBAR.
The orders have changed to ADVANCE, DOWN, RUN, FIRE, RALLY, AMBUSH just like a popular skirmish rules set out there (truth be told, I wanted to use my Bolt Action orders dice).
- Advance allows you to move and fire
- Down gives you better cover
- Run allows you to move twice as far
- Fire allows you to shoot with a +1 to your "expertise" roll
- Rally allows you to remove a Suppression marker
- Ambush allows you to go on "Overwatch" and attempt to shoot the enemy while he's moving
Brings me to my next departure from FUBAR - the concept of suppression has changed somewhat. As with FUBAR, the better the squad, the more SUPPRESSION markers it can accumulate, however it is no longer optional since you're dealing with a formation of 10 men, not a single man or fireteam.
So a "Green" or inexperienced rifle squad can only accumulate 1 Suppression marker before it's wiped out. "Seasoned" may receive 2. "Veteran" 3 and "Elite" 4. Also, you accumulate Suppression markers just like regular hits from shooting.
Suppression markers also subtract from the unit's activation roll. (Seasoned squad has 1 suppression marker and is supposed to activate on a roll of 4+ but the -1 on the die roll means they have to roll a 5+)
One of your squads receives a hit - it rolls a saving throw. If it fails the saving throw, it gets a suppression marker. If it passes the saving throw,it does not receive a suppression marker.
Speaking of hits and shooting, a basic Rifle Squad receives 1D6 for shooting. Assault Rifle Squad receives 2D6/1D6 for shooting. SMG squad receives 3D6/1D6 for shooting. LMG Squad (2 LMG teams) receives 3D6 for shooting. MMG/HMG gets 4D6 for shooting. As long as the squad has 1 suppression marker, it receives a +1 to the "To Hit" number. Additional suppression markers don't detract from shooting.
A few other changes - so this will shock and anger regular FUBAR players but I had no pre determined boundaries (IE 1 page rules) to keep intact so the vehicle rules have been changed!
Vehicles with a tank gun have a Rate of Fire of "2" but can only shoot 2 if on FIRE orders (can't move). If they advance, they may shoot with 1 die.
If a hit is achieved (again using the crew's expertise level) the firer rolls 2D6 + the "strike value" of the gun (thank you, Charles Grant!). If they beat the armor, they roll target effects on a 1D6. 1,2 the crew bails out with 1 suppression marker and must be rallied but the tank is OK. If the effect is 3 - 6 the tank is destroyed.
|Mighty T-34 scans for Fritz.|
|As soon as they reach the river, Gerry starts taking casualties. 1 halftrack is KO but the crew inside pass their save and dismount. Another halftrack isn't so lucky and the T-34s make short work of it.|
|an immobilized panther tank using the old FUBAR rules (I actually don't mind having a "main gun destroyed" or an "immobilized" result.|
|The panther is still in the fight! Scratch one Ivan.|
|Gerry attempting to ford this raging creek in the upper left. They would secure a small foothold before being forced back due to casualties. Again - it was a tough assignment.|
|This squad on the far bank starting to feel very lonely and immediately draws fire from 3 russian squads and an HMG section on the hill. Time to rethink this attack plan!|
|The Soviets rolled really well with only 1 squad suppressed at the end of the day. Had the German HMG section and other squad passed, it may have been a different story.|
|Pulling back! Pour on the cover fire so 1st squad can cross the creek!|
Final thoughts? This was a fun exercise and I'll play it again using a more defined and thought out scenario. I think it needs rules for artillery and mortar support but this could be a contender for a rules set that I play more often as it doesn't require a day of preparation and study. Any team or squad level OOB will work for this game, so all those old useless Flames of War intelligence handbooks can be used to create OOBs for pick up game battles. Squad leader scenarios can also be used for a quick game - provided I have enough stands painted!
Next up? I have resurrected "Panzerfaust: Armored Fist" from my stockpile of rules and have been re-reading them. VERY daunting at first glance but the systems within the rules themselves, apart from being chart-intensive are crisp, clean and look like fun. I would like to try P:AF tomorrow if I have the time.