Fubar Solo by Luciano Lotti: First Step
Fubar Solo by Luciano Lotti: First Step
Fubar Solo by Luciano Lotti: First Step
FUBAR Solo is a method developed in order to play solo wargame with FUBAR, a one-page ruleset for
modern/Sci-Fi skirmish or small games.
Most of these techniques can easily be adapted for other combat rule systems, when using a variable unit
activation system (not suitable for IGO-UGO turn system).
First step
Define the playground with a set of scenic element and some building.
This is important to determine the number of buildings, as they will influence the possible location of
enemy forces.
If the board contains element that are passable only with special devices (E.g. a river without bridges) take
in consideration that some of those devices are to be available to the players.
Second step
Design the scenario you want to play: stop a convoy, rescue hostages, clear an area, cross the bridge…
This will define the deployment side and possible target location, if present.
Also logically split the playing area into 3x3 or 5x3 grid, depending on the availability of a D6 or a D10,
numbering the areas far from the deployment side of your forces. Any equivalent mechanism is ok.
1 2 3 1 2 3 4 5
4 5 6 6 7 8 9 0
If, for a specific scenario, only some defined places are suitable for enemy deployment assign the numbers
to the specific places.
Third step
Define your forces. This has been tested for 2 or 3 fire
teams of 4 elements, including Support Weapon and some
vehicle.
If you have rivers, you must have forces able to cross them.
Fourth step
Define the enemy forces.
The definition of the enemy may strongly depend on the type of scenario you want to play as, for example,
if you need a hostage guarded by some enemy or you want to play an assault to a transport, you cannot
rely only on some of the following method but you need to compose them.
There are 3 types of possible enemy forces: Declared, Blips and Hide in Buildings.
The Declared forces are the enemies placed, since the beginning, in the scenario and they divide into 4
categories:
These forces are normally required when you want to run a consistent scenario. They can be absent in case
of a scenario like “Clear the Area”, where the next 2 type may be sufficient.
Note that Alternated forces require a set of equal markers where only 1 of them has a symbol identifying
the enemy force; the rest are empty. Shuffle the markers and put them face down in the possible location
for that force.
In addition to the declared forces there are “Blips” and “Hide in Building” forces that are not fully defined at
the beginning of the game. These elements can be an enemy force or a false positive.
In the following, you will see that these last 2 type of forces have 50% probability of being a false positive.
When defining the desired number of enemy forces in a scenario, double the number of uncertain enemies
you want in the game to find the number of Blips + Hide in building marker you should use in the game.
For player units of 4 men fire team you can use the following as a reference, where the basic idea is that 4,
5, 6 are stronger than an average friendly unit and the higher the number the stronger the enemy.
This table may depends on your available miniature as well as from the scenario you desire to play but, in
general, once you define a reasonable table it will work for most of the cases.
Action
Once the game is started, you have to proceed as in a normal game and, when the activation goes to the
enemy, the following rules are to be used to move your opponent forces.
At the beginning of a game, the enemy may include Blips and/or real forces. The Blips, if present, always
move first.
Moving Blips
When the initiative goes to the enemy, the first phase is about moving the Blips.
Starting with the Blip closer to any of your miniature roll a D6:
NOTE: When a Blip does not move for a 1,2,3 result it do not pass the activation to the player.
The blips do not suffer from speed reduction due to the terrain type but cannot move into or across
unpassable terrain.
Moving enemies
When there are no Blips, or all of them already moved, the enemies on the table start to move.
Consider the forces in the Static categories for priority when they have LOS to player unit and can fire;
anyway they will never leave their location. If their assigned location is complex and allow internal
movement, the rules apply as long as the unit remain in it.
The following priority list define which unit to select to try the activation; if you have multiple units in the
same priority use the following criteria to select which unit, among the not activated, will try to activate:
Highest level, then the most powerful, and finally the farthest unit
Whenever you recognize a potential move that is obviously “a winning move” do it first.
5) unit that can move in a cover and gain LOS after moving:
a. go closer to the enemy and open fire
6) unit that can move in areas not visible by the player units:
a. move toward the closer unit that can be attacked; if the unit has no AT weapon do not consider
tank; unit with AT weapon must prefer tanks
7) unit that can only move in area that a player unit can reach in 1 move:
a. if moving in open ground roll 1D6 move toward player unit on result of 4+
b. if moving in cover roll 1D6 move toward player unit on result of 3+
Traveler
When all the unit in the Dynamic category have been activated select available units in the Traveler
category. If a traveler can no longer “travel” to its target the unit became Dynamic.
If a Traveler unit has a player unit in LOS, it operates as a Dynamic unit until it sees player units; then it
restart to operate as Traveler moving to its target.
Hide in Buildings and Alternates
The markers that represent Units in this category never move. The player reveals them when one of its unit
approach them.
If a player unit moves closer than 10” to a building with a marker indicating an Hide in Building unit and the
building is in LOS a 1D6 is rolled: on a 4,5 or 6 result the marker represent an enemy unit.
Use the random enemy table to find which miniature compose the force, avoiding vehicle if not applicable.
For Alternates markers the player check if the marker is the real enemy force only when it has a LOS to the
marker. If the marker is empty it is removed otherwise it is replaced with the real unit and all the other
Alternate markers for that units are removed.
Is up to you or to your scenario definition to decide if these units will became Static or Dynamic unit.
Approaching a Blip
When the player moves a unit and it gains the LOS to a Blip roll dices and use the random enemy table to
find which miniature compose the force
Final consideration
Any type of enemy units is subject to panic rules therefore also Static and Traveler retreat from the location
and leave the path to the target.