Tippy toe here we go – A F.U.B.A.R. stealth operation.

Regular readers would be aware that our group likes the simplicity of F.U.B.A.R. rules.

https://fubarwargames.wordpress.com/downloads/

For this weeks game I wanted to introduce the morale rules as we had not tried them before.

https://thegamesshed.files.wordpress.com/2010/06/fubar-alternate-morale-rules.pdf

The scenario was two S.W.A.T. teams with the mission of destroying a Drug Lord’s “meth” lab in a remote area.  The remote and mountaneous country meant that air and heavy support was not available so stealth was the only method available.

In order to be able to replicate a stealth mission with the importance placed upon sneaking up on sentries and taking them lout before the alarm could be raised we developed our own set of rules for using sentries and noise in fubar. Feel free to use and modify for your own purposes with the appropriate acknowledgement of the Phillip Island Gaming Society.

The two S.W.A.T. forces consisted of a commander a sniper and a squad of four. Each team started with four morale dice.

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The shanty compound with its high perimeter wall.

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The Battlefield Accessories “Sentry Post” from Mike Parker. The walls are from Knights of Dice and Shanty buildings from Crooked Dice.

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The walled compound (the walls still require finishing).

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The S.W.A.T. teams. Only two were used as Bucko couldn’t make it.

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Team K climb the wall and enter the compound.

 

Part of Team W creep up on an unaware sentry. Will their noise markers give them away?

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Team W sniper fires from point blank range at an approaching sentry but misses – back to sniper school for you.

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Team K leader is retrieved from a close combat where he stopped a sentry raising the alarm but was seriously wounded in the process.

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The “out of action” sentry that just failed to sound the alarm.

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Another sentry just fails to sound the alarm.

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Two sentries just about to enter the barracks and sound the alarm

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Out come the drug lord’s minions.

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Team K leaving Team W to their fate as they try to get their leader to the jump off point.

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More minions arrive.

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Team W being swamped – can they survive?

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Team K being threaterned as they retire.

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Team W win the fight and break the cartels morale.

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A game that created a great deal of tension as noise markers mounted. Fortunately not too may cartel squads arrived before they run out of morale dice. In hindsight they should have started with an agreed amount of morale points that would have made it a lot harder for the S.W.A.T. teams or should I say team as squad K had a lot to answer for leaving their buddies in the lurch.

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