1 February 2017 – Another F.U.B.A.R. Afghanistan Game

20170201_210041

We had another two games of modern F.U.B.A.R. to get more used to the rules. I have to say that while a one page rules has significant limitations the more we play F.U.B.A.R. the more we enjoy the surprising amount of subtleties within the rules.

These rules work best with dense but realistic terrain. For the evenings games we set up terrain to depict fighting in the “green zone” with crops and irrigation ditches everywhere.

The first game was between a British Type 2 Fire Team of four men and two Tier 3 “Green” Insurgent units of six men each. Out numbered three to one the British ability to activate and hit what it was shooting at proved decisive. The ability to P.I.D. (positively identify targets) when the Hawke 3 drone was in the air enhanced the ability for the British to hit targets at long range and avoid close combat.

For the second game we added another Insurgent Tier 3 unit to try and even things up a little bit. Again the British were able to pick-off the “odd” Insurgent at long distance, and  this ability to reduce combat effectiveness before the enemy came close proved the difference in the end.

The game was a “near-run-thing” with Dave K’s inability to roll sixes in close combat being the only reason why the British were not overrun.

20170201_211350

20170201_211855

With the British being surrounded in the grove things were not looking good!!!

With some good luck holding off the Insurgent close assaults, the use of grenades, and a risky final charge into the enemy, the two remaining insurgents were sent running for the hills.

What we liked about the rules was the way they depicted the ability of a small group of modern well trained regulars to out maneuver, out shoot and out fight far greater numbers of green militia in a “stand-up” fight.

F.U.B.A.R. Modern Afghanistan 25 January, 2017

 I have been looking for a set of fun miniatures rules to use my old 25mm West End Games Star Wars miniatures with.

The F.U.B.A.R. set of rules looked promising, with their Unit and Hero cards making it even more attractive. The way they incorporate “The Force” into their mainstream rules was excellent and very simple.

The full set of F.U.B.A.R.rules can be found on their website at:

https://fubarwargames.wordpress.com/

If you are not familiar with the term “F.U.B.A.R.”, I suggest you google “Military Slang Terms” for an explanation, or try:

  https://en.wikipedia.org/wiki/List_of_military_slang_terms

I was hoping to have the Star Wars figures and “Hoth” terrain ready for the next game at my place, but when one little pig “went to market” this happened a week earlier than expected. Not to be deterred I quickly swapped from the Star Wars variant to the F.U.B.A.R. Afghanistan version as this would allow Dave K and I to get a feel for the general game mechanics.

We had two great games, the first between two sections of British SAS and a heap of Tier 3 Afghans. The game lived up to its name with the SAS failing three times to activate (three consecutive ones on a D6in a row) – a real F.U.B.A.R. moment!!! Despite the slow start the ability to activate, the additional fire power, and a sniper made quick work of their enthusiastic but inflexible enemy.

The first scenario we played was “UAV Down” where both sides were trying to recover pieces of a wreaked UAV that was carrying “Hellfire” missiles. Both sides recovered one piece of wreckage but unfortunately the concentrated SAS firepower destroyed all of the Afghan units.

The rules played well and we particularly liked how the accumulation of suppression points made a unit harder to activate. You were often on the horns of a dilemma – do I take a casualty or a suppression point?

The second game was just an old fashioned “shoot-em-up” with both sides using seasoned troops. Learning from the first game that the Afghans could not stand toe to toe in a fire fight, Dave K. moved quickly into close combat.

fubar-21

With a man down, three suppression and fighting in the open  these British were going to be in trouble.

fubar-22

Holding on grimly they were supported by the second squad attacking from the rear. In the end only  British were left standing, but the casualty points made for a decisive Afghan victory.

fubar-23

All in all a good set of rules which I think will do well for my Star Wars games. For modern gaming I will stick with the “Too Fat Lardies” Chain of Command rules.

I look forward to posting in the next few weeks about how Darth Vader destroys the Rebel Heroes and the alliance before the rebellion gets started.

Wargaming weekend 6th to 8th of January 2017

I had been looking forward to this weekend’s gaming with my good friend Blake and any of the resident P.I.G.S. who could make it for a long time.

The main purpose of the weekend was to catch up on some “modern” 28mm gaming using Chain of Command rules. Despite this we began the weekend with a Star Wars X-Wing game between the Imperials of Blake and the two Dave’s versus the scum of the honorary P.I.G.S.Ben and Koz (see a previous blog).

The fleets consisted of three 100 point Imperial fleets and two 150 point scum and villainy fleets.

The Imperial fleets consisted of the Tie Fighter squadron of David S, the Bombers of Dave K, and the specialist fighter wing of Blake M led by none other than Darth Vader.

Dave S attacked the right-wing of Ben and gradually won the day by keeping Ben’s ships in a continuous crossfire through having the first order Tie fighters and the academy pilots alternate between flying straight ahead and doing 180 degree loops.

Dave’s bombers in the centre did an excellent job of taking the shields off both of the scum fleets capital ships. This allowed us to eventually to destroy them one at a time.

20170106_174300

Not much can be said of Blake’s specialist squadron. Containing the most up-to-date technology with state-of-the-art ships Blake lost one ship early and soon after Darth Vader was seen to be careening through space in an escape pod. Despite this Blake did show the best flying of the night when trying to avoid a multitude of friendly ships and bombs just dropped by Dave K he expertly threaded the needle.

When the victorious tie fighters were able to flank the remnant villainy and scum, ships the battle was over.

20170106_182933

A panoramic view of the battle.

The rest of the weekend was a blur (aided by copious quantities of red, white, and sparkly) of modern gaming between the Afghan insurgents used by Blake and the British forces of David S. The battles all went down to the wire with very few victory points separating both sides at the end of each game. In the end the British won a marginal victory three games to two.

Unfortunately not all of the terrain was finished for the weekend but we still had excellent tables to fight over.

The first three battle were between a Tier 1  Insurgent force and a British 2006 platoon.The two next were between tier 2 insurgents and a 2010+  British platoon.

Chain of Command works perfectly for “fire and maneuver” games and we cannot wait for the Too Fat Lardies “Fighting Season” supplement to appear.

Thanks to Blake, David K and Ben and Koz for a great weekend of, fellowship, fine food and fine wine (despite the cracked molar tooth I had!!!). Oh yes we also played some games.