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by Tim G
August 28th, 2012, 1:59 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12324

Re: Activation

Thinking of the KISS principal, I thought I'd through this out: Some feel it doesn't make much sense for a unit to pause mid-charge in the open, or fail to fire at a clearly visible target. I can see this and I think this might solve these situations: Leave the activation rules as they are now, but ...
by Tim G
August 25th, 2012, 11:21 pm
Forum: Ultra FUBAR
Topic: Some queries regarding current and proposed rules
Replies: 2
Views: 1043

Re: Some queries regarding current and proposed rules

I only played a couple ages using the new activation, but I had a similar experience. Namely no assaults, generally long range firefight. This is a fine result. I think if using FUBAR for say WWII, firefights should decide the day. If a a player is coming at FUBAR with a set of WH40k figures with ch...
by Tim G
August 21st, 2012, 3:22 am
Forum: Ultra FUBAR
Topic: Project Introduction
Replies: 19
Views: 4479

Re: Project Introduction

Is there actually a list anywhere of what the proposed changes are? Craig can correct me, but I think these are the two that have been suggested so far: 1. Activation. On a successful activation roll, a unit gets two actions. On a failed activation, the unit gets one (and initiative passes to the o...
by Tim G
August 21st, 2012, 3:19 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12324

Re: Activation

It was clear to me :) And it's kind of how I just played a game. Except that instead of a full turn, the unit could only fire or move once. Then play shifted to their opponent. It worked well so your idea is a good one I think.

Tim
by Tim G
August 21st, 2012, 3:13 am
Forum: Ultra FUBAR
Topic: Trying Out the Suggested Rules
Replies: 2
Views: 1045

Re: Trying Out the Suggested Rules

My pleasure! I find that reading rules and playing rules are two different things :) I have a little time off this week before I go back to teaching and I'll try and to get another game in.

Tim G.
by Tim G
August 18th, 2012, 10:29 pm
Forum: Ultra FUBAR
Topic: Trying Out the Suggested Rules
Replies: 2
Views: 1045

Trying Out the Suggested Rules

I decided to try out the main rule suggestions that have been brought forward. Just a quick little test. I used the following proposed rule changes: 1. Activation. On a successful activation roll, a unit gets two actions. On a failed activation, the unit gets one (and initiative passes to the other ...
by Tim G
August 11th, 2012, 8:49 pm
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12324

Re: Activation

Craig,

Good to hear. I like the way initiative passes as well :) I'll whip up a battle report sometime this weekend!

Tim G.


Craig wrote:Hi Tim,

The intention would still be to pass the intiative if a unit fails its activation. This is a key and popualr part of the FUBAR rules :D
by Tim G
August 11th, 2012, 8:46 pm
Forum: Ultra FUBAR
Topic: Fubar new concepts.
Replies: 9
Views: 2338

Re: Fubar new concepts.

Andy - I hadn't thought about this before. It (automatic suppressed, then kills) does seems like a disadvantage in the situation you describe. I guess I would imagine that better trained troops would adopt an attitude/training that "you win wars by killing your enemy, not getting killed." ...
by Tim G
August 9th, 2012, 2:38 pm
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12324

Re: Activation

Craig, I'm going to try these rules out today, and I realized I was unsure of something. If a unit rolls under their activation number, they get one action. Does the action shift to their opponent as under the current rules? FWIW, I think it should as this breaks up the "I Go, You Go" form...
by Tim G
August 9th, 2012, 2:30 pm
Forum: Ultra FUBAR
Topic: Fubar new concepts.
Replies: 9
Views: 2338

Re: Fubar new concepts.

I like the idea of having blast templates for certain heavy weapons. Adds a little chrome and can be used to separate the weapons used for area bombardment from armor-piercing / anti-tank weapons. I actually like the suppression rule. And I feel a modern/sci-fi set needs them as pinning down your en...
by Tim G
August 5th, 2012, 3:16 pm
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12324

Re: Activation

Greetings All, I've never played with elites - only with opponents within one training level of each other. So both sides were stranded about the same amount (over the course of a few games). We really didn't notice it as a problem, but I can see how it could be. I'm of two minds. First I like the o...
by Tim G
August 5th, 2012, 2:56 pm
Forum: Ultra FUBAR
Topic: Project Introduction
Replies: 19
Views: 4479

Re: Project Introduction

Looking forward to seeing what we can come up with!
by Tim G
July 8th, 2012, 7:04 pm
Forum: Core Rules
Topic: My First Games of FUBAR
Replies: 5
Views: 1149

Re: My First Games of FUBAR

Thank you gentlemen. I'm glad you like the reports. Vonsirius. Yeah I just used the marine launcher as a standard rpg. I've only played two games, but it seems that the activation system and the number of dice rolled can really even things out regardless of the "point values" But that's on...
by Tim G
July 8th, 2012, 2:21 am
Forum: Core Rules
Topic: My First Games of FUBAR
Replies: 5
Views: 1149

My First Games of FUBAR

Greetings All, Last week I came across FUBAR and played a couple games to try them out. And I had a lot of fun - it's a quick and unpredictable game. The only question I couldn't figure out was the range of a space marine missile launcher (listed as a 'long range rpg' in the WH40K supplement). I wro...

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