"FUBAR Question: Turn Sequence" Topic
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|Tgunner||15 Jan 2012 3:32 p.m. PST|
Well, it's more of a clarification that I'm seeking. Does the turn sequence work like this:
A. Roll for initiative.
B. Initiative player tries to activate a unit. If successful the player conducts one action with the unit and then tries to activate another unit.
C. If the Initiative player fails an activation roll, the unit in question goes "on guard" and initiative goes to the other player.
D. The "new" initiative player tries to activate a unit and follows step B until he fails an activation. The he follows step C.
E. The game flows follows B-D until all units on the board have been activated or are "on guard". Once this happens the turn is over and another turn starts with step A.
I want to try out FUBAR tonight so I want to make sure that I have the turn sequence down correctly. Thanks!
|Tgunner||15 Jan 2012 3:34 p.m. PST|
Oh, FYI, I did check out the Forge of War forum and didn't see anyone ask this. I also figured that I would get a quicker response here on TMP.
|Mooseworks8||15 Jan 2012 3:34 p.m. PST|
|Angel Barracks||15 Jan 2012 3:34 p.m. PST|
|Angel Barracks||15 Jan 2012 3:35 p.m. PST|
|Tgunner||15 Jan 2012 3:37 p.m. PST|
No Angel. You guys were 2.5 milliseconds too slow!
Thanks! I just wanted to make sure that I had that down before the metal hits the table.
|ashauace6970||15 Jan 2012 6:20 p.m. PST|
What Do the on guard units who have failed get to do and what does on guard mean? Thanks
|Mako11||15 Jan 2012 6:29 p.m. PST|
It's basically like overwatch.
They can fire on units that move, or expose themselves, if desired, at any point during their opponent's move.
|RACDVM||15 Jan 2012 6:58 p.m. PST|
I have ben playing FUBAR for a little over a year and a half now. Played with the 'on-guard' & suppression rules but decided to stop using them.
The house rule we use now are that if a unit misses its activation it can do nothing, and the initiative moves on to the opponent. Makes for a little quicker game-play when using lots of units in bigger games.
|craycaptain560||15 Jan 2012 9:50 p.m. PST|
So units that have not activated are not on guard?
|Tgunner||15 Jan 2012 10:08 p.m. PST|
Not according to the basic rules. They only go "on guard" if they fail to activate.
I used the over watch rule from the Afghanistan supplement when I played. Basically the "on guard" unit can fire at any unit in its line-of-sight that fires.
One thing I found useful in my game was to use pennies as markers. Units that activated and did their actions received a penny turned face up, units that failed and went "on guard" got tails. Once a "on guard" did its shot its penny got turned over to heads as well. I also assumed that the "on guard" status lasted until the unit's next activation (as in one full turn between activations).