Help support TMP


"Fubar v KR 16" Topic


FUBAR

9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the FUBAR Rules Board


Areas of Interest

World War Two on the Land
Modern
Science Fiction

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

A Fistful of TOWs


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Blue Moon's Romanian Civilians, Part Five

The last four villagers from Blue Moon's Romanian set, as painted by PhilGreg Painters.


Featured Workbench Article

NMM vs. Metallic Pigments

Painting the same figure in two contrasting styles.


Featured Profile Article

Day Two at Iron Dream Tournament 4

The tournament continues, while side games proliferate...


Featured Book Review


935 hits since 22 Jan 2017
©1994-2022 Bill Armintrout
Comments or corrections?

Armiesarmy31 May 2013 2:30 p.m. PST

Hi all

Im looking at building some scenarios for my figures and Ive been recommended some free rules – Fubar and KR16. Can anyone describe what the main difference are?

thanks

Keith

Angel Barracks31 May 2013 2:52 p.m. PST

Somebody asked me that a while back via e-mail, here is pretty much what I told them:

First I want to say how great FUBAR is.
It is the sole reason for me getting back into 6mm sci-fi after about 20 years or so away.
FUBAR is still for my money the best one sheet rules system ever.
It does what it sets out to in great style, I really really like FUBAR.
A lot.
So after making it clear that FUBAR is great I want to answer your question.
Though of course I may be bias….!

I prefer the KR 16 activation system.
(Though I would say that!)

In FUBAR a typical squad will activate on a 4+ and then carry out any of the commands you wish.
In KR 16 a typical squad's activation depends on what you are asking it to do.

In FUBAR a squad coming under heavy fire is just as likely to retreat as they are to attach bayonets and charge. The typical 4+ to activate applies to all orders, regardless of what that order is.

In KR 16 squads under fire are more likely to retreat.
In KR 16 for example take cover is a 2+, fall back is a 3+, engage is a 5+ etc.

It seemed wrong to me somehow that a squad being bombarded would be just as likely to run across open ground toward the enemy as it would be to take cover.

So this is reflected in KR 16 commands having different difficulties.
---------------- ------------------------------------------------- --- --------------------------- ------------- ---------

FUBAR troops can choose to take damage as suppression instead of damage.
The higher the troop's ‘status'; green, regular, elite etc the more suppression they can take and thus the more damage they can ignore.

I did not like the idea that a squad of elites can ignore damage because they are experienced; to me a body is a body.
If you explode a tank shell into a squad, they are gonna get hurt no matter how many tours they have done…
Now; I know that is a very simplistic view and I know that with every game there are reasons why mechanics do what they do, and it is not that simple, however that is how the mechanics work.
More experienced FUBAR squads can take more suppression and thus avoid deaths.

In KR 16, any hit passed the first that fails a saving throw will kill someone.
In FUBAR you can fail multiple saves and have the people still live (albeit not function well) in KR 16, failing multiple saves means deaths.


------------------------------- --------------------------------------------- ------------------------- ----------------------

The vehicle rules in KR 16 are a lot more fleshed out and have a system where a roll on the damage table is modified by the amount of damage of done.

An example being that in FUBAR if a single weapon caused 4 hits and the target failed all 4 saves then you roll on the damage chart 4 times.
In KR 16 if a single weapon caused 4 hits and the target failed all 4 saves then you roll on the damage chart only once but you add +3 to the damage roll, this reflects the power that the firing weapon has.


That I think highlights the main differences:

Activation and commands
Damage to squads
Vehicle rules


I want again to make clear that I like FUBAR and whilst both games are free and skirmish based I think they are aiming for slightly different goals.
FUBAR is fast and simple.
KR 16 is fast and not quite so simple.
Both are easy to learn and play and you should be able to pick the game up for both after about the third turn.

I think it really comes to what you want from a game, but ain't that always the case!

link

link

Michael.

PzGeneral31 May 2013 3:18 p.m. PST

FUBAR is still for my money the best one sheet rules system ever.

Beings as they are free….not much money ……. wink

Dave

Tgunner31 May 2013 7:35 p.m. PST

That pretty much sums it up. But then there is Ultra-FUBAR that is in the works, at some point…

Armiesarmy01 Jun 2013 2:33 a.m. PST

Thanks all

Ill give both a go, you can't go wrong with free rules, which it seems everyone likes!


Keith

Sergeant Crunch01 Jun 2013 8:38 a.m. PST

The nice thing about FUBAR is that it accepts modification without breaking the game quite well. I have no experience with KR-16.

Big Ian01 Jun 2013 8:47 a.m. PST

Both are really good rules, but for me KR-16 has more depth with the vehicle rules and activation system than FUBAR, which I prefer however UltraFUBAR is in the works as Tgunner has mentioned.Try them both, they are free after all.

Angel Barracks01 Jun 2013 10:27 a.m. PST

As Big Ian has noted I think KR 16 will allow for more tactical play.
This being due to the different order types having different difficulties, so you need to pick the right order for the situation.
Also you can't get rid of shaken markers in KR 16 the same way you can unsupress a unit in FUBAR.
This means that shaken units need to be supported by other units and given the order most likely to get them out of the danger.


KR 16 will also allow alteration easily.
The core mechanics are quite basic, the game picks up more flavour by introducing 'optional' or 'house' rules which can be used without requiring the core mechanics to be changed.

Armiesarmy02 Jun 2013 2:02 p.m. PST

I played my first KR 16 game (solo) this evening and picked up the rules very quickly. I really enjoyed them and will certainly by trying them again very soon! Ill post some pics up and a proper review. All my kickstarter items have now been sent, so I can actually get back to painting and gaming again!

before the next range that is :)

Thanks

Keith

Sorry - only verified members can post on the forums.