Sunday, 24 April 2016

FUBAR for WWII

In a couple of days I'll be giving my old-fashioned shiny Airfix WW2 lads a run out for a game of FUBAR, the one page ruleset produced by Craig Cartmell, of IHMN and Blood Eagle fame. There is a one-page supplement available specifically for WW2, as the core rules can be adapted to any platoon-level skirmish from WW2 into the far-future (even 40,000 years into the future I suspect), but I'm having a little tinker to try and make it as simple and quick as possible, and adapting it to my own figure collection.

The rules look simple, straightforward and fun, with a bare minimum of book keeping (none, really), and a very simple and intuitive morale/effectiveness/suppression system. I'm also rather interested in the 'generic sci-fi' variant- almost too many ideas for how best to use those!



It occurs to me that this may well be the first time I've played a points-free, 'unbalanced' game as a matter of choice. The two forces won't be hugely assymetrical- I'll be balancing a slight meteriel advantage on the German side with a higher experience rating on the British side- but nor will they be obsessively costed to a rigid points system. The spirit of the game will mean that this isn't a problem, and I'm wondering whether I will come to embrace the old-school aesthetic in this regard, and be more ready to dispense with points in other games too?

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