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by sharkbait
May 18th, 2014, 1:58 am
Forum: Core Rules
Topic: d10
Replies: 3
Views: 1738

Re: d10

I'll probably pick up the IHMN anyway (Father's Day is coming up ...), and will look forward to future additions/expansions. I guess they are working on more horror type expansion now (Eastern Europe - it sounds like it could include vampires, and I hope, werewolves). I certainly understand you not ...
by sharkbait
May 17th, 2014, 3:33 am
Forum: Core Rules
Topic: d10
Replies: 3
Views: 1738

Re: d10

I'll start off by saying that I don't have IHMN. Yet. I'm really not interested in the period, but am curious how it would expand to something like Weird WW2/SciFi. From what I've read, it seems that ITEN & IHMN are very similar, but IHMN does use d10s. If you already have IHMN, I would expect t...
by sharkbait
December 12th, 2012, 2:13 am
Forum: Force Lists
Topic: Forces of Stalingrad 2072
Replies: 11
Views: 2176

Re: Forces of Stalingrad 2072

Nice! I like all the special rules! They help give some character to the various units.

How big of battles do you plan to run? Looks like there will be a lot of vehicles too.
by sharkbait
December 10th, 2012, 3:36 am
Forum: Ultra FUBAR
Topic: A suggestion for armored combat
Replies: 4
Views: 1213

Re: A suggestion for armored combat

Sounds good to me. I need to try this in my next game along with the "new" activation rules.
by sharkbait
December 8th, 2012, 5:27 pm
Forum: 15mm Fubar
Topic: Witchhunter Rules
Replies: 5
Views: 1297

Re: Witchhunter Rules

Wow! You've really thought that out! I like the looks of it. Keep up the good work!
by sharkbait
December 8th, 2012, 2:56 am
Forum: 15mm Fubar
Topic: My FUBAR Mod: 15mm Bush War FUBAR
Replies: 5
Views: 1786

Re: My FUBAR Mod: 15mm Bush War FUBAR

Will you be incorporating the proposed activation rules from Ultra FUBAR in your re-write of the 6mm/15mm rules?
by sharkbait
December 8th, 2012, 2:54 am
Forum: 15mm Fubar
Topic: Is this Dreadnought Infantry of a Vehicle?
Replies: 4
Views: 1054

Re: Is this Dreadnought Infantry of a Vehicle?

That's a good question. You could probably make the argument either way. In regards to the armor, do you think small arms should have a chance of penetrating or not? Will the OPFOR have enough support weapons to give them a fighting chance if you make these guys a vehicle? I'd probably first try the...
by sharkbait
November 22nd, 2012, 3:28 am
Forum: Ultra FUBAR
Topic: Alternate Armor Save chart
Replies: 4
Views: 1171

Re: Alternate Armor Save chart

Froggy, the idea is that the more powerful weapons will pretty much kill (seriously wound) a lightly armored or unarmored figure. If an unarmored person is hit with a tank cannon, I would suspect they would be killed out right, or at least unable to fight. I still haven't really playtested this yet....
by sharkbait
October 20th, 2012, 2:12 am
Forum: Ultra FUBAR
Topic: Alternate Armor Save chart
Replies: 4
Views: 1171

Re: Alternate Armor Save chart

I forgot to mention some sample weapons & armor, at least in my mind (plus some from FUBAR): Small Arms: assault rifle, pistol, SMG, SAW, etc. Heavy Small Arms: LMG, sniper rifle, grenades (?) Very Light AT: HMG Light AT: LAW, RPG, ? Sample armor: Light: flak vest Medium: modern SWAT & carap...
by sharkbait
October 20th, 2012, 1:01 am
Forum: Ultra FUBAR
Topic: Alternate Armor Save chart
Replies: 4
Views: 1171

Alternate Armor Save chart

FUBAR_wpns-v-armor.pdf I've created a all-in-one armor save chart which includes a range of armor values (both infantry & vehicles) and weapon power. I haven't play tested this yet, but plan to in the near future. For some reason, I like to have a penetration/impact/power rating for weapons and...
by sharkbait
October 16th, 2012, 1:08 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 11117

Re: Activation

golan2072 wrote:
Tim G wrote:Leave the activation rules as they are now, but
(a) add Reactive Fire Craig described and
(b) allow units in the open who fail their activation roll to charge into contact with an enemy unit (that is within range).

This gets my vote. Seems logical enough.


Agreed with the above.
by sharkbait
October 16th, 2012, 12:59 am
Forum: Core Rules
Topic: Grit roll variation
Replies: 4
Views: 1090

Re: Grit roll variation

Honestly, I haven't played any games with this and have forgotten why I had thought of it in the first place. :D

I agree that it's probably not a great idea (I never said it was a great idea :lol: ).
by sharkbait
August 7th, 2012, 2:29 am
Forum: Ultra FUBAR
Topic: Activation
Replies: 52
Views: 11117

Re: Activation

I think it's a nice compromise to let a unit failing an activation roll have one action. With some of the nicer options (going on overwatch, aimed fire, etc.) costing 2 actions, it allows units with good rolls to do more stuff while units with bad rolls can still do something. I'm still unsure of th...
by sharkbait
June 6th, 2012, 11:28 am
Forum: DMW - Dead Men Walking
Topic: Core Rules
Replies: 10
Views: 3326

Re: Core Rules

Thanks for the info, Craig! I certainly wasn't expecting that much information, but it sure does help me understand where FoW/DMW fit in. Generally, I prefer smaller skirmish games, but it would be nice to have some decent rules for larger games as well.
by sharkbait
June 6th, 2012, 2:28 am
Forum: 15mm Fubar
Topic: Sgt Crunch's 15mm sci-fi supplement
Replies: 12
Views: 3283

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

I like the special attributes for weapons. The idea of some weapons being more powerful (affecting armor saves) is a nice touch.
by sharkbait
June 6th, 2012, 2:27 am
Forum: DMW - Dead Men Walking
Topic: Core Rules
Replies: 10
Views: 3326

Re: Core Rules

Being unfamiliar with the FoW core rules, what is the difference in playing between this and FUBAR and/or ItEN?

Having said that, it looks like you have a good start, I'm just not ready to add anything.
by sharkbait
June 6th, 2012, 2:25 am
Forum: Core Rules
Topic: Mithril's 5th edition proposal
Replies: 3
Views: 878

Re: Mithril's 5th edition proposal

Mithril - I looked at your proposal and do like some of the ideas. The non-standard training/exp and cohesion ideas are pretty cool. I probably wouldn't use them in every game, but it's a nice option. Maybe you could limit the splitting of groups by expertise; say only veteran or elite "element...
by sharkbait
May 31st, 2012, 2:23 am
Forum: AARs & Battle Reports
Topic: 6mm zombie FUBAR
Replies: 3
Views: 1082

Re: 6mm zombie FUBAR

Thanks for the links! I'll have to try a zombie FUBAR game in the future. Maybe have them as a 3rd faction interrupting the action between 2 regular forces...
by sharkbait
May 30th, 2012, 8:51 pm
Forum: AARs & Battle Reports
Topic: 6mm zombie FUBAR
Replies: 3
Views: 1082

Re: 6mm zombie FUBAR

Very nice! It looks like it was a fun game.

I have 2 questions:
1. What stats did you use for the zombies?
2. What minis did you use for the zombies?
by sharkbait
March 16th, 2012, 2:21 am
Forum: AARs & Battle Reports
Topic: 6mm FUBAR AAR
Replies: 2
Views: 874

Re: 6mm FUBAR AAR

AB - I must say your terrain board and minis look wonderful! Thanks for the report. It looks like it was a fun game. Are you playing solo?
by sharkbait
March 9th, 2012, 7:08 pm
Forum: AARs & Battle Reports
Topic: The Battle of Hoth (redux) [long, lots of pix]
Replies: 5
Views: 1670

Re: The Battle of Hoth (redux) [long, lots of pix]

That was an awesome battle report. I love the use of LEGO figures. My kids recently got a bunch of the dinosaur LEGO stuff. Maybe there's a game waiting to happen there...
by sharkbait
February 23rd, 2012, 4:16 pm
Forum: 6mm FUBAR
Topic: FUBAR Space Battles
Replies: 10
Views: 2376

Re: FUBAR Space Battles

Cool idea. Will facing important? For shields and/or weapons? Could be if we deem it so. I have little experience with spaceship gaming so how important would it be? In the spaceship games I've played, facing was important for both shields and weapons. Honestly, we could probably get away with one ...
by sharkbait
February 23rd, 2012, 2:18 pm
Forum: 6mm FUBAR
Topic: FUBAR Space Battles
Replies: 10
Views: 2376

Re: FUBAR Space Battles

Cool idea. Will facing important? For shields and/or weapons?
by sharkbait
February 17th, 2012, 8:05 pm
Forum: Core Rules
Topic: Zombies?
Replies: 1
Views: 1193

Re: Zombies?

Give them an armor save, maybe 4+ or 3+. They can get hit, but it takes a little more to put them down. Even with an HMG, I would probably give them an armor save (5 or 6+) unless hit twice.
by sharkbait
February 7th, 2012, 12:54 am
Forum: Core Rules
Topic: Some serious reconsiderations...
Replies: 10
Views: 2136

Re: Some serious reconsiderations...

Craig - I like the layout of the tables. That makes it nice and easy to view. The issue I have is the point cost for the weapon ranges. They seem (IMO after a quick look) to be too high. Certainly longer ranged weapons should "cost" more, but it seems to high. For example, in the Blaster t...
by sharkbait
January 31st, 2012, 2:39 am
Forum: 6mm FUBAR
Topic: Vehicle turrets - glue them down?
Replies: 7
Views: 1893

Re: Vehicle turrets - glue them down?

I was able to find some opinions after a TMP search: http://theminiaturespage.com/boards/msg.mv?id=236248

I will glue the turrets in semi-random directions with PVA glue.
by sharkbait
January 30th, 2012, 4:08 pm
Forum: 6mm FUBAR
Topic: Vehicle turrets - glue them down?
Replies: 7
Views: 1893

Vehicle turrets - glue them down?

I have a question for others in regards to what to do with vehicle turrets. Do you glue them down to the chassis? Or leave them separate so you could change turrets, if necessary, or change their pointing direction during games?
by sharkbait
January 25th, 2012, 11:39 pm
Forum: AARs & Battle Reports
Topic: 15MM Christmas War - Scenario One AAR
Replies: 3
Views: 790

Re: 15MM Christmas War - Scenario One AAR

Thanks for the info! That makes sense. I guess I need to learn how to make cards! :lol:
by sharkbait
January 25th, 2012, 7:03 pm
Forum: 6mm FUBAR
Topic: First Game
Replies: 9
Views: 1772

Re: First Game

I don't have much experience running games, but here's my suggest answers (feel free to ignore and/or point and laugh):

1 - 2x2' should be good
2 - not sure on the numbers; how many players?
3 - No vehicles for a starting game.
by sharkbait
January 25th, 2012, 6:37 pm
Forum: AARs & Battle Reports
Topic: 15MM Christmas War - Scenario One AAR
Replies: 3
Views: 790

Re: 15MM Christmas War - Scenario One AAR

Nice report! Sounds like it was a fun game!

Did you use the core FUBAR rules? How did you handle the mechs? Treat them like vehicles?
by sharkbait
January 23rd, 2012, 6:08 pm
Forum: Core Rules
Topic: Some serious reconsiderations...
Replies: 10
Views: 2136

Re: Some serious reconsiderations...

I think the new format would certainly make it easier to jump into a game. Good idea!

The idea of putting the points calculations in an appendix would also be a good idea. I know I would be creating my own troops.
by sharkbait
January 21st, 2012, 2:38 am
Forum: Core Rules
Topic: Grit roll variation
Replies: 4
Views: 1090

Grit roll variation

I was thinking about doing a modified grit roll after a model is hit in ranged or melee combat. My thought is to roll 2 dice for the grit roll. If both are equal to or higher than the model's grit stat, there's no effect. If both dice are less than the model's grit, then it's toast. If one is equal ...
by sharkbait
January 20th, 2012, 12:55 am
Forum: 6mm FUBAR
Topic: Just received my first 6mm minis!
Replies: 9
Views: 2113

Re: Just received my first 6mm minis!

Some pics of the Plasmablast minis, plus a couple of the small Battleforce scale Battletech mechs, and a 15mm Parasachnid "bug" from Khurasan minis: http://i715.photobucket.com/albums/ww156/ddka_warren/Mechs/minis1.jpg http://i715.photobucket.com/albums/ww156/ddka_warren/Mechs/minis2.jpg M...
by sharkbait
January 19th, 2012, 4:05 pm
Forum: 6mm FUBAR
Topic: Just received my first 6mm minis!
Replies: 9
Views: 2113

Re: Just received my first 6mm minis!

Look forward to seeing this "Starship Troopers" style venture. Which PlasmaBlast tanks & APCs did you go for ?? Progenitor: 3 x Barracuda Medium Tanks (1 ea of tank destroyer, missile, infantry support turrets) 2 x Gecko APC 3 x Light Infantry 1 x Heavy Infantry Orbital Combine: 1 x G...
by sharkbait
January 19th, 2012, 12:50 pm
Forum: 6mm FUBAR
Topic: Just received my first 6mm minis!
Replies: 9
Views: 2113

Re: Just received my first 6mm minis!

Thanks for the tips on the infantry!

I still need to figure out what I'm going to use for bases. I will be basing them individually though.
by sharkbait
January 19th, 2012, 3:42 am
Forum: 6mm FUBAR
Topic: Just received my first 6mm minis!
Replies: 9
Views: 2113

Just received my first 6mm minis!

I just received a package from Plasmablast: 6 tanks, 4 APCs, and 8 infantry sets. They were even divided by the faction. They are my first 6mm minis. Overall I'm really impressed. My only concern is how to paint the infantry! They're pretty darn small. I also have some 15mm bugs from Khurasan minis ...
by sharkbait
January 6th, 2012, 8:20 pm
Forum: 6mm FUBAR
Topic: 6mm FUBAR on my site
Replies: 4
Views: 1212

Re: 6mm FUBAR on my site

Cool stuff. I will be downloading the 6mm FUBAR rules, etc. now that I finally ordered some 6mm minis from Plasmablast. It'll be my first foray in the 6mm world (mostly in 15mm now). I also ordered some mechs so I'll be checking out the mech rules too.
by sharkbait
September 20th, 2011, 12:06 pm
Forum: Core Rules
Topic: Adding activation rolls to ItEN?
Replies: 2
Views: 643

Re: Adding activation rolls to ItEN?

Craig - you're explanation of the difference between ItEN and FUBAR certainly does make sense. I like to have a little uncertainty in my games, so that's why I was wondering about activation rolls.

In any case, I probably need to try it anyway and see how it goes.
by sharkbait
September 19th, 2011, 10:43 pm
Forum: Core Rules
Topic: Adding activation rolls to ItEN?
Replies: 2
Views: 643

Adding activation rolls to ItEN?

Anyone try to apply the activation process from FUBAR to ItEN? Just curious how it's worked. If not, does anybody have an opinion?
by sharkbait
September 13th, 2011, 1:14 pm
Forum: Variants
Topic: Blaster!
Replies: 28
Views: 8296

Re: Blaster!

Craig - the stormtrooper (Star Wars) stats are totally incorrect. Their SV should be more like -2 and Armor should be 2+. :lol:

Actually, the very quick look I took things look reasonable. I'm looking forward to seeing this progress.

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