Search found 29 matches

Go to advanced search

by tgunner91
June 22nd, 2014, 10:40 pm
Forum: Ultra FUBAR
Topic: Is FUBAR 4.0's activation system actually broken?
Replies: 1
Views: 768

Is FUBAR 4.0's activation system actually broken?

I shall revisit each rule in turn to see if it has worked and can we improve it. For example: upon reflection, and having read hundreds of posts and comments on the subject, I think Activation is broken in that it makes elite forces far more powerful than less skilled ones. Players are losing games...
by tgunner91
March 4th, 2014, 4:47 pm
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

Re: My Copy of Ultra-FUBAR for my games

Here's the latest in 1.11 form.
by tgunner91
July 3rd, 2013, 2:57 pm
Forum: Ultra FUBAR
Topic: A suggestion for armored combat
Replies: 4
Views: 1423

Re: A suggestion for armored combat

I've been playing around with my suggested changes and I like them, but I'm still not quite getting what I want. The biggest problem is still the damage allocation table and the number of dice you roll for hits. As it stands now you roll 2d6 for frontal shots and the one that is the most advantageou...
by tgunner91
July 3rd, 2013, 2:30 pm
Forum: Ultra FUBAR
Topic: An idea for AR/UGL combo weapons
Replies: 2
Views: 893

Re: An idea for AR/UGL combo weapons

Some good ideas: "That is a simple way to do it. I would even suggest making it 3FP from 6" to 16"...those grenades have a safety distance." I did that for a while but it was easy to forget that minimum range. "Limit the ammo (give them all only one shot for ease of book-kee...
by tgunner91
July 3rd, 2013, 2:23 pm
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

Re: My Copy of Ultra-FUBAR for my games

And here's another up-date to my version. I tweeked the AR/UGL, up-dated some vehicle and mecha stats, added UK and Neo-Soviet units, and corrected some errors that I've found in the document.
by tgunner91
June 27th, 2013, 5:29 am
Forum: Ultra FUBAR
Topic: An idea for AR/UGL combo weapons
Replies: 2
Views: 893

An idea for AR/UGL combo weapons

Hi all, I've been playing around with FUBAR/Ultra for a while and I've been trying to figure out a good way to incorporate this style of weapon. I've treated this weapon as being either an AR or a grenade launcher- the player chooses which prior to shooting. This works but it seemed overpowering to ...
by tgunner91
April 29th, 2013, 1:11 pm
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

Re: My Copy of Ultra-FUBAR for my games

Here is a much more up-dated version of 1.1. Apparently I uploaded an older working copy. This version has the up-dated vehicle rules in it.
by tgunner91
April 20th, 2013, 6:30 pm
Forum: 15mm Fubar
Topic: FUBAR Force Projection (What forces are you working on?)
Replies: 4
Views: 1328

Re: FUBAR Force Projection (What forces are you working on?)

Lots... 36 Jaffe for a sci-fi Egyptain force. 40+ Rebel Minis Scourge 40+ Khurasan Sci-fi Rebels in helmets and armor- LRL Regulars 20+ Exterminators for my Liberty US Army force A full platoon pack of Khurasan Neo-Sov troops with 3 APCs and a tank. 60+ Rebel Minis PLA with heavy weapons 100+ Peter ...
by tgunner91
April 20th, 2013, 5:43 pm
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

Re: My Copy of Ultra-FUBAR for my games

I've only tried the action table so far with the random unit cards. I like that aspect so far. I haven't tried the rest of the rules yet but I'll get to them sooner or later. One thing that I've done to limit my own ability to maneuver is I went on ahead and created random unit cards for MY units to...
by tgunner91
April 19th, 2013, 2:58 am
Forum: Ultra FUBAR
Topic: The Humble D6...
Replies: 6
Views: 1531

Re: The Humble D6...

The d6 works. It isn't as clean as the d10 but it keeps modifiers down. Heck, who wants to spend game time slicing hairs with modifiers? To me that is one of the big appeals to FUBAR. There are enough modifiers to give the game flavor but not so many that I need some big chart to help me remember th...
by tgunner91
April 19th, 2013, 2:52 am
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

My copy of Ultra-FUBAR: Up dated

I've been toying around with FUBAR for a while now and have fixed a few problems and changed a couple of things. I really like this fix, so much so that this version is now what I mainly play when I get out my toy soldiers! LOL! So much for all those expensive rules sitting on the shelves. I have al...
by tgunner91
December 15th, 2012, 3:55 am
Forum: AARs & Battle Reports
Topic: Ultra-FUBAR: The Cavalry's Stand
Replies: 4
Views: 1470

Re: Ultra-FUBAR: The Cavalry's Stand

I think the vehicle rules need to be tweaked. I'm thinking about changing the rule for rolling on the damage table for each successful hit and replacing it with a rule that requires only a single roll on the table but you get a +1 for each additional successful hit. Otherwise it's nearly impossible ...
by tgunner91
December 8th, 2012, 2:26 pm
Forum: Ultra FUBAR
Topic: A suggestion for armored combat
Replies: 4
Views: 1423

A suggestion for armored combat

A couple of weeks ago I played a game with a lot of AFVs. It was a fun game but the vehicle damage rules felt lacking. It didn't feel quite right to whittle down vehicles. I know, from being a former tanker, that tank actions are very decisive. Your shell can bounce off the enemy's armor, hit and do...
by tgunner91
December 2nd, 2012, 3:04 am
Forum: AARs & Battle Reports
Topic: Ultra-FUBAR: The Cavalry's Stand
Replies: 4
Views: 1470

Ultra-FUBAR: The Cavalry's Stand

What a game! This was easily the best solo game I've ever played. In this action I've pitted the "elite" yanquis of the 23eme RI against the professionals of the Philippine Scouts: the 26th Cavalry! The 23eme is advancing on Centerville and the cavalry has to fight a delaying action to slo...
by tgunner91
November 25th, 2012, 3:17 am
Forum: AARs & Battle Reports
Topic: Ultra-FUBAR: The gunny's Alamo
Replies: 0
Views: 713

Ultra-FUBAR: The gunny's Alamo

I tried out FUBAR using some of the Ultra changes to activation. Pretty nice...

Image

http://rounddownrange2.blogspot.com/201 ... art-1.html
by tgunner91
November 24th, 2012, 5:00 pm
Forum: Ultra FUBAR
Topic: My Copy of Ultra-FUBAR for my games
Replies: 7
Views: 2674

My Copy of Ultra-FUBAR for my games

Here's my modified version of FUBAR that I'm using for my Liberty. It's a draft and isn't in a one page format... I can't edit PDFs so it wound up being several pages long plus it has my army lists for the US and the LRL. I'm still editing it so I'm sure that there are errors all over the place. Let...
by tgunner91
November 10th, 2012, 9:02 pm
Forum: Core Rules
Topic: Artillery?
Replies: 1
Views: 904

Artillery?

How do you guys handle artillery? I want something simple, easy to remember, and balanced. Are there any arty plug-ins for FUBAR? I saw the ones for Vietnam FUBAR but I can't make heads or tails of it. Thanks!
by tgunner91
November 8th, 2012, 1:45 am
Forum: 15mm Fubar
Topic: Sgt Crunch's 15mm sci-fi supplement
Replies: 12
Views: 3732

Re: Sgt Crunch's 15mm sci-fi supplement

Looks good big sarge. Have you seen the changes Craig has suggested for Ultra-FUBAR? It's in the Ultra forum and under the Activation thread. Basically you roll to active a unit. If you succeed you get two actions with a unit (move is an action, fire is an action) and then you get to activate a new ...
by tgunner91
November 5th, 2012, 2:40 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12297

Re: Activation

That's excellent stuff Craig, thanks! I'll have to give it a go in my next game. And yes, the aimed action looks like it would fit the bill. I don't know why I missed that. Now a question about vehicles: I'm assuming that they would work the same way. You roll to activate and if you get two actions ...
by tgunner91
October 29th, 2012, 3:43 pm
Forum: Force Lists
Topic: My first FUBAR list: US Armed Forces on Liberty
Replies: 0
Views: 975

My first FUBAR list: US Armed Forces on Liberty

Hi all, Here's my first army list for FUBAR. It covers my campaign on a fictional planet called Liberty. This game is set in an alternate Aliens (the movie) universe and has the US Colonial Marine Corps in action against human insurgents and the regular forces of the Republic of Liberty. Think Frenc...
by tgunner91
October 29th, 2012, 3:00 pm
Forum: Core Rules
Topic: Generic Sci Fi ranges?
Replies: 5
Views: 1737

Re: Generic Sci Fi ranges?

I use 8" too. So short is 8", medium 16", Long 24" and so on. This seems consistant with the weapons presented in the core rules.
by tgunner91
October 24th, 2012, 12:16 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12297

Re: Activation

Oh, one question Craig. Are the movement and shooting actions ones you can only do once? Like with two actions I can move (one action) and then shoot (second action), but I can't shoot twice. Also, I can't move twice with my two actions but I could spend both actions to run. And a suggestion- how ab...
by tgunner91
October 23rd, 2012, 11:45 pm
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12297

Re: Activation

I took a little time to look over the previous posts and I noticed that most of the recent posters are inclined to restrict the actions of a unit which has failed its activation roll. Honestly I don't think it's necessary. Let's look at what happens when a unit fails its activation: 1. It only gets ...
by tgunner91
October 23rd, 2012, 3:15 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 12297

Re: Activation

I tried it out tonight. I really like it! Craig, you might have a winner here! I'll post a battle report this weekend on my blog to let you know how things went.
by tgunner91
October 21st, 2012, 8:37 pm
Forum: Ultra FUBAR
Topic: Project Introduction
Replies: 19
Views: 4479

Re: Project Introduction

I don't know if I would call the activation mechanic "broken". There are times on the battlefield when you just don't have control over things and they just... well, happen. Or they don't happen as the case may be. Maybe a simpler "fix" is an optional rule that would allow player...
by tgunner91
October 21st, 2012, 8:14 pm
Forum: AARs & Battle Reports
Topic: 15mm FUBAR: VDV vs. US Strykers
Replies: 3
Views: 1236

Re: 15mm FUBAR: VDV vs. US Strykers

I'll be trying it again tonight. This time with sci-fi troops. My Colonial Marines will be going up against French Resistance type fighters. Should be a hoot.
by tgunner91
October 21st, 2012, 1:52 pm
Forum: Core Rules
Topic: FUBAR Modern Afghanistan variant question
Replies: 1
Views: 894

Re: FUBAR Modern Afghanistan variant question

Are you talking about this one? http://thegamesshed.files.wordpress.com/2010/06/fubar-afghanistan.pdf If so, then no, it's not individual troops moving about. It's still fireteams/squads. You would use suppression and causalities as usual. It's just that the US/ISAF troops have a 4" cohesion ra...
by tgunner91
October 21st, 2012, 1:32 am
Forum: Core Rules
Topic: AR/UGL Combos in FUBAR?
Replies: 0
Views: 684

AR/UGL Combos in FUBAR?

How do they work? I saw mention of the in the Afganistan module but not much in the way of specific rules. Am I right to assume that the gunner has to pick one weapon or the other to use and that the GL has an extended range of 20" compared to the usual 16"? Also I'm thinking, game wise, t...
by tgunner91
February 25th, 2012, 11:32 pm
Forum: AARs & Battle Reports
Topic: 15mm FUBAR: VDV vs. US Strykers
Replies: 3
Views: 1236

15mm FUBAR: VDV vs. US Strykers

Hi all, Earlier this month (or was it late last month???) I tried out FUBAR with my 15mm troops. I was rather impressed and frustrated with the game! Not a bad combination really! It was a great game and I really felt like I was struggling to command my troops in a rough situation. Anyway, it was a ...

Go to advanced search

Created by Matti from StylesFactory.pl and Warlords of Draenor
Powered by phpBB® Forum Software © phpBB Limited
GZIP: Off
 

 

cron