Anyways here is my attempt at Napoleonic FUBAR or as I like to call them "Le FauxBar" because it sounds appropriately French...
Basically the "primary" difference between skirmish FUBAR and "FauxBar" is that instead of rolling for each unit, individually, which would take FOREVER for a bigger game, you just roll 1D6 for every unit you have, right in the beginning of the game, prior to even rolling initiative. If I have 10 regiments on the table (basic maneuver unit is a regiment, or equivalent portion of a brigade) I roll 10D6. Every die that passes the activation roll equates to 1 unit that can activate.
During the Command phase, I assign a successful die to one of my Regiments, allowing it to carry out an action during my turn.
By the way, those actions sort of resemble the FUBAR actions in capabilities at least. They are:
- Advance moves 6" and shoots.
- March! moves double no fire artillery limbers/unlimbers
- En Garde! Doesn't move doesn't shoot. May shoot during enemy's turn
- Volley! Shoot at a +1
- Skirmish: skirmish specialist unit or a light battalion assumes a skirmish posture. receives saving throw against all fire and may reroll 1 miss. automatically recoil from charges
- Charge: enter close combat
There are 4 grades of troops. Raw/Conscript, 2nd Rate Line, Regular Line, and Elite/Guard
Units have 3 ratings that determine how effective they are carrying out tasks and fighting or standing in combat.
Those ratings are their:
Activation Level / Training Level (FUBAR calls it "expertise") / Shaken Level (FUBAR calls it "Suppressed")
Activation Level is the D6 number the units activation at.
Training Level is basically the "To Hit" number during firing and melee
Shaken Level are the amount of hits the unit can take before it becomes "shaken" once shaken, a unit cannot move or shoot. it must be reorganized/rallied. (eg Regular unit may absorb 3 hits and still function. Once it absorbs a 4th hit, it is shaken and must be rallied.)
The levels will look like this:
Raw/Conscript: Activate: 5, Training: 6, Shaken: 1
2nd Rate Line: Activate: 4, Training: 5, Shaken: 2
Regular Line: Activate: 3, Training: 4, Shaken: 3
Elite/Guard Line: Activate: 2, Training: 4, Shaken: 4
Shaken units must move to cover to reform. units hit when shaken are removed from play.
Shooting:
Assuming close ordered units, all musket armed units will either shoot 1D6 per stand, or 1D6 per battalion/regiment of 4 stands.
Rifle Armed units will get a longer range and will be allowed to reroll misses once.
Light Artillery get 2D6 to shoot at 24" range
Med Artillery get 3D6 to shoot at 32" range
Hvy Artillery get 4D6 to shoot at 48" range
Cover Saves - To Cancel out Hits
Units hit in light cover get a save of 6
Units hit in med cover get a save of 5
Units hit in hvy cover get a save of 4
Close Combat/Melee - still figuring out how to do melee. I have some ideas and would like to try and make it close to FUBAR but appropriate for the Horse and Musket era.
My thoughts center around rolling 1D6 against a unit's training level to hit. Units must roll a successful activation roll to break off combat during a subsequent phase.
Oh and lastly the sequence of play would look like this:
Activation Determination Roll (Roll 1D6 per unit, Corps, and Division commander - set aside each die that is equal to or greater than the activation level of your units)
Command Phase Place successful activation dice next to units you wish to activate
Initiative roll 2D6 per player adding any special modifiers you deem fit (IE Napoleon on the table or Wellington on the table etc)
Operations Side A (winner of initiative), carry out actions including melees, Reactions Side B(units on en garde! orders).
Operations Side B, Reactions Side A
Rout Phase