UnfortunateWound | 26 Jul 2012 7:21 a.m. PST |
Is there a guide or points system somewhere for stacking FUBAR force against each other? I'm unsure as to how different armour/weapon/quality types stack up against each other. |
Angel Barracks | 26 Jul 2012 7:41 a.m. PST |
Have you tried playing a few games yet? I have played a few and after 2 games it became obvious to me what would upset the balance. It is now easy for me to work out what should be a fair fight based on troops alone, though then there is of course the scenario and terrain that will change that. If you have not played yet, have a few games with identical forces and you will soon get a feel for what does what and which is most powerful. |
Mako11 | 26 Jul 2012 8:18 a.m. PST |
I thought someone was working on that. It seems to me the values of the troops ratings, added together, should work as a decent baseline. Can't recall what the attributes are called now, but there are a couple of them per unit, so add those two together (might be more appropriate to multiply them together, instead, assuming the unit activation ratings as well – a little playtesting should help sort that out), e.g. 6+/6+ = 2 points (or 1); 5+/6+ = 3 points (or 2), 5+/5+ = 4 (or 4), 4+/4+ = 6 (or 9), etc. Then, use that, and add in their weapon values, as above too, using the same methodology, plus their Rate of Fire, and/or modifiers for Weapons Range. As mentioned above, you'll then need to add in some modifiers for the terrain, scenario objectives, etc. |
UnfortunateWound | 26 Jul 2012 8:19 a.m. PST |
I literally downloaded it this morning, and wanted to try and get a rough feel for it before I got to playing. In Force on Force, for example, 4 d8 men with body armour roughly equal 8 d6 men w/out body armour. I was wondering if there was a similar balancing scale for FUBAR. |
UnfortunateWound | 26 Jul 2012 8:22 a.m. PST |
Cheers Mako – you beat me by my slow typing! |
Angel Barracks | 26 Jul 2012 8:58 a.m. PST |
Activation is a key attribute, the most important in the game. |
UnfortunateWound | 26 Jul 2012 9:36 a.m. PST |
So maybe [Armour+(FP*R/8)]xActivation. Armour: 6+=1pt; 5+=2pt &c Activation: 6+=1; 5+=2pt &c If those points costs seem crazy high, you can always divide by 2/5/10 to get to a per-model cost that you're happy with. |
Angel Barracks | 26 Jul 2012 10:32 a.m. PST |
I would include moevement too, the faster something can move the better, otherwise a chopper may have the same points as a 4x4 with a LMG on the back
? |
Mako11 | 26 Jul 2012 2:30 p.m. PST |
Yea, I think the "x Activation" value modifier is a good idea, since many units, especially poor ones, won't get activated much in a game, while better ones will. |
UnfortunateWound | 26 Jul 2012 3:07 p.m. PST |
@ Angel Barracks: good point. I hadn't considered movement since I tend to play infantry combats. Additional or multiplier? |
Angel Barracks | 26 Jul 2012 3:21 p.m. PST |
Hmmm I would be inclined to decide what the basic move is, in my games infantry walk at 6cm. So assign 6cm the value of X. Then for every X the unit can move just multiply it. So: 6cm = X 12 cm 2X 18cm 3X 21cm 4X etc Not sure when to use it though. You may end up with very high points values for fast vehicles that have no ability to destroy anything. Also just thought that a save of 5+ on infantry is not the same as a save of 5+ for vehicles as small arms can't damage vehicles. Lots of things that could muck up your formula
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UnfortunateWound | 27 Jul 2012 2:11 a.m. PST |
Do armour on vehicles as a multiplier. That way technicals cost the same as a fast foot model, but tanks start costing more and more the tougher they are. Movement/basic movement is a good idea. I'd use it as an additional, not a multiplier – it's useful, but not usually a complete gamechanger. |
Mako11 | 27 Jul 2012 7:45 a.m. PST |
For vehicles, due to their higher costs, and armor, I'd use speed as a multiplier. |
UnfortunateWound | 27 Jul 2012 8:16 a.m. PST |
Well, as it stands we have the following calculations for infantry and vehicles: Infantry: [Armour+(FP*R/Basic)+(Move/Basic)]xActivation Vehicles: [FP*R/Basic)+(Move/Basic)]xActivation xArmour So a Veteran moving a standard 8" a turn, with modern armour and an assault rifle would cost [2+(2*2.5)+1]x3= 24points A veteran Land Rover (or similar) @16" with only an assault rifle for defence would cost [(2*2.5)+2]x2x3= 42points It already costs nearly twice as much. If we make speed a multiplier, then we get: Vehicle: (FP*R/Basic)xActivation xArmour x(Speed/Basic) At this point, the Landie costs (2*2.5)x3x2x2=60points Is it really worth 3 guys? I've only played one game, so I couldn't say, but it seems a little steep – and it'll only get exponentially steeper the faster and better-armoured your vehicles become. |
Mako11 | 27 Jul 2012 2:43 p.m. PST |
Yes, since speed permits you to enter, or leave battle, at will. |
UnfortunateWound | 27 Jul 2012 7:44 p.m. PST |
Fair enough. We have a formula! |
Craig Cartmell | 23 Sep 2012 3:21 a.m. PST |
AB – have you tried these formulae yet? I think that the guys on the forum would like to see them if they work, especially as we're now working on Ultra-FUBAR. Cheers, Craig. |
Angel Barracks | 23 Sep 2012 7:24 a.m. PST |
Not me, I must admit they do not appeal to my 'style' of play. I just guess at what seems fair based on the scanario. sorry
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