|Greg B||21 Feb 2012 3:15 p.m. PST|
We continue with our adventures in FUBAR. This time some Corporate Mercs tried to stop the Orks – all to no avail
Here are a couple of photos:
More photos and post here:
Thanks for looking!
|TheCount||21 Feb 2012 3:27 p.m. PST|
Cool stuff! Nice looking forces.
With regards the (Lack of) Activation Rolls, yes, it can be frustrating. Either look on it as Comms disruption, Fog of War and all that, or add a House Rules Tweak
.perhaps just add one to the roll next turn. Maybe two for Elite units. Fairly simple to implement yet will still retain that uncertainty factor that we love/hate.
|Angel Barracks||21 Feb 2012 3:57 p.m. PST|
What experience do you give the troops and how many units per side?
I find that having seasoned gives you a fair chance of something happening and as I have 8 units per side I normally get to move at least 4 units per turn.
But yes it can suck.
Though nothing sucks as much as the humans in your games, losing to orks?
|Greg B||21 Feb 2012 4:01 p.m. PST|
The experience level was 3+ all around, with 2+ for the merc command element.
I just find activation rolls to be one of those game elements that are great when you think about them, but quite frustrating when you play them.
Next time we will either play with 2+ all around, or just allow a failed activation to fire or move half or something
The Orks have had quite a run of good luck with the campaign so far.
|Tgunner||21 Feb 2012 8:28 p.m. PST|
Yeah, I had the same problem too Greg. I haven't posted it on my blog yet, but I played FUBAR last month and I had an APC that just refused to move or really do anything. The activation roll can truly be murder when you're trying to activate units. Did you use the no enemy in sight bonus for unit activation? That does help some.
|Greg B||22 Feb 2012 8:07 a.m. PST|
@Tgunner – yes, we applied that rule (without it, I don't even think the Corporate Merc side would have moved on to the table).
It was bad luck for the players, but still not that fun either, so we are going to fiddle a bit with FUBAR for next time.
|John Leahy ||22 Feb 2012 12:34 p.m. PST|
Your game looked nice! We have been playing very large games of Fubar for quite a while now. We ignore the failed and go to overwatch. Having maybe a dozen or more squads per side means that you could have 6-8 units on overwatch. That seriously inhibits maneuver. Are games have mainly been Star Wars Clone Wars 20mm actions. I command the Trade Federation allied army so have loads of lousy troops. My armor units and Roller droids are much better quality. I also usually have a unit or two of better quality infantry for them. The odds are I'll have several units fail activation. Would I change that? Nope, fog of war is very important to us. Besides, the better quality units WILL tend to activate AND having a larger number of units on the table means that I will still have several units activate regardless.
I tinker with Fubar all the time. However, if anything I would make the activation even more chaotic not less. I believe making it less so means you really aren't playing Fubar anymore. Face it. In actual combat units can frequently not do as they are ordered. There are loads of explanations as to why that happens. So, bottom line is you can change what you like. It's your choice, of course. I just believe that you are unbalancing things by allowing poorer quality armies an unfair advantage.
|Angel Barracks||22 Feb 2012 1:24 p.m. PST|
That kind of mirrors the way my 'campaign' is going.
My ECM (goodies) have worse equipment and worse vehicles and tanks and everything worse than the BPI (baddies)
However the ECM are soldiers and not corporate goons with expensive gear.
As such whilst the ECM are using outdated and old fashioned beat up kit, their experience is going up as the campaign unfolds, the baddies is not.
I have some ECM that are better than seasoned, the BPI do not.
So hopefully the 2 things will balance each other out to make the game more fun but still make the distinction between battle hardened vets and jumped up private security.
I had a few vehicles that did not move for turn after turn.
I pretended it was busted and when it finally did activate it was because the crew fixed it, not just that they finally obeyed orders.
But like John says, if it is not fun to play then change it.
|moocifer||23 Feb 2012 5:51 a.m. PST|
Glad the Orkses smashed those Hover tanks. \o/
|vonsirius||23 Feb 2012 10:31 a.m. PST|
I always haved fun whith FUBAR games,but we experiment a lot whith rules and we got our "own FUBAR edition".
I think itīs a fun system and very fast play, We play other rules too and FUBAR itīs at least as fun as other rules (some simple and more complicated too) IMO.
By the way, excelent AAR!!!
|Angel Barracks||15 Mar 2012 1:36 p.m. PST|
When is the next one?
These Orks need a good kicking!