Help support TMP


"FUBAR Balancing" Topic


FUBAR

18 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 make fun of others' membernames.

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 Recent Link


Featured Workbench Article

Magnets & AK47

How to use my 15mm figures for one ruleset without gluing them down to a set base size?


Featured Profile Article

Report from ReaperCon 2006

Michael Cannon reports from last May's ReaperCon 2006.


Featured Movie Review


738 hits since 22 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

UnfortunateWound26 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 Barracks26 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.

Mako1126 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.

UnfortunateWound26 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.

UnfortunateWound26 Jul 2012 8:22 a.m. PST

Cheers Mako – you beat me by my slow typing!

Angel Barracks26 Jul 2012 8:58 a.m. PST

Activation is a key attribute, the most important in the game.

UnfortunateWound26 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 Barracks26 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…?

Mako1126 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.

UnfortunateWound26 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 Barracks26 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…

UnfortunateWound27 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.

Mako1127 Jul 2012 7:45 a.m. PST

For vehicles, due to their higher costs, and armor, I'd use speed as a multiplier.

UnfortunateWound27 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.

Mako1127 Jul 2012 2:43 p.m. PST

Yes, since speed permits you to enter, or leave battle, at will.

UnfortunateWound27 Jul 2012 7:44 p.m. PST

Fair enough. We have a formula!

Craig Cartmell23 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 Barracks23 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…

Sorry - only verified members can post on the forums.