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"FUBAR Star Wars battle report" Topic

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Action Log

18 Jan 2017 10:45 p.m. PST
by Editor in Chief Bill

  • Crossposted to Star Wars board

1,266 hits since 31 Aug 2012
©1994-2018 Bill Armintrout
Comments or corrections?

Natholeon31 Aug 2012 8:15 p.m. PST

I took John Leahy's advice from a while back and got the FUBAR Star Wars rules. We finally got around to playing a game last night to test them out.
It is mostly pictures linked by a sketchy narrative with some observations of FUBAR at the end.
The overall feeling is that we really like these rules and with a few tweaks of our own we will keep using them.

John Leahy31 Aug 2012 8:48 p.m. PST

Wow, that was a very cool looking game! I really liked it. Plus it's a Clone Wars game which I believe offers greater variety than the Rebellion era.

I agree that you can find units simply not activating. There are a couple of ways to handle this. The way we have dealt with it is by simply using more squads. We use a Company per side of Infantry and vehicles. You can bet somebody will get to move. Another way is as you described. Give the Nco or officer in a squad a higher activation rating. Or perhaps allow a CnC x auto activations per game for units within a set Command distance from them.

Fubar is being discussed on the Yahoo group now. Well, the newest playtest version Ultra Fubar. Some very interesting ideas so far.

I think Fubar has done the best job with Star wars so far of all the rules I have tried.There are some tweaks that can make it better. Jedi do need to be pretty nasty and should reflect that in their stats. We also ignore the weapon hits on vehicles. Vehicles are either Ok, pinned or KO'd when we play. That makes it easy to use a Company of armor.

I'm glad you liked the rules.



Mako1131 Aug 2012 11:52 p.m. PST

Sounds and looks like fun!

Thanks for sharing your report!

Can't recall, but imagine there are rules to make the Jedi more powerful. Not sure how they work, since I haven't used them.

A quick easy fix, as you mention, would be to give them wound points. Another would be to ignore all hits, unless a 6 is rolled assume they block any other shots, or blows.

Depending upon how long you want them to last, then have them sustain injuries, only if they roll a 6 on a saving throw. Also, it takes a further die roll of a 6, on their saving throw, to kill them otherwise they are just injured, or fatigued.

That way, they only die less than 3% of the time, when hit, making them considerably more formidable.

If you give them wounds, they can be reduced in effectiveness a bit, or even knocked out and captured, which sets the next scenario for their breakout, or a rescue mission to save them.

I think you will find the above more cinematic, since we rarely want the heroes or bad guys to perish.

Much better to make them truly formidable, so they will be talked about for eons.

Natholeon01 Sep 2012 11:05 a.m. PST

Thanks for suggesting them, John. And thanks to both of you for the suggestions. I'll have a play around with them in my next game.

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