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Fubar Solo by Luciano Lotti: First Step

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The document provides instructions for solo play of the FUBAR wargame using variable unit activation. It describes setting up the battlefield and scenario, defining player and enemy forces, and rules for moving and revealing enemies.

The document recommends defining the scenario being played, such as stopping a convoy or rescuing hostages. It also suggests logically splitting the playing area into a 3x3 or 5x3 grid to determine possible enemy deployment locations.

The document describes three types of possible enemy forces: Declared forces that are placed at the start, Blips that are placed randomly on the battlefield, and forces that Hide in Buildings, represented by markers.

FUBAR Solo by Luciano Lotti

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.

Defining you forces at this stage is important to be able to


generate enemy forces that are not overwhelming or
impossible to be fought.

For example if you do not have weapons able to hit


armoured vehicle it is better to avoid those.

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:

1) Static , defenders of a specific point


2) Alternated , a force that can be located in one of a set of specific places
3) Traveler , forces that starts in a place and go to another place
4) Dynamic , forces that will move following the rules explained in this document

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.

The Blips are placed initially on the playing area


rolling a dice for each of them and position a
marker somewhere in the space defined by the
3x3 or 5x3 grid that correspond to the rolled
result.

Multiple Blips can exist in the same grid position.

If the grid location contains any cover, put the


Blip in it.
The Hide in Buildings forces are the enemies placed in buildings. You can use a marker to identify which
buildings contains one of them. You can put a marker in all the buildings or only in selected one.

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.

Before starting, you need to define a random enemy table.

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.

DICE 1 Dice 2: case 1,2,3 Dice 2: Case 4,5,6


1 2 Assault rifle 1 LMG
2 3 Assault rifle 1 RPG, 1 Assault rifle
3 2 Assault rifle, 1 RPG 1 Assault rifle, 1 Light Mortar
4 5 Assault rifle 3 Assault rifle, 1 LMG
5 4 Assault rifle, 1 Light Mortar 1 Technical with 1 RPG, 3 Assault rifle
6 4 Assault rifle, 1 LMG, 1 RPG 1 Technical with 1 MMG, 2 Assault rifle

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:

- 1,2,3 the Blip does not move,


- 4,5 the Blip moves 4” toward the closest of your units
- 6 the Blip moves 8” toward the closest of your units

If, while moving, as soon as a Blip came in LOS with any of


your units roll a d6:

- 1,2,3 the Blip is a False Positive … remove it from


the table
- 4,5,6 the Blip is an enemy. Roll a D6 and take a
row on the random enemy table, roll again and
take a column

Replace the Blip with the miniatures specified by the table


and roll the Activation: if successful, the new force acts
immediately; if not (surprised by the encounter) the
initiative goes to you. Consider this enemy force in the
Dynamic category.

If the Blip does not became an enemy force, continue with


the next Blip.

If there are no longer Blips to move, proceed to phase 2:


moving the enemies.

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.

These rules apply to the enemy forces in the Dynamic category.

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.

Unit with LOS to enemy

1) anti-tank weapon with a vehicle in LOS:


a. fire and possibly move to cover if in open ground and if LOS will not be lost
b. fire and move to closest cover if vehicle is destroyed and no other vehicle in LOS
2) unit in the open that can fire and then move to cover
a. fire and move to closest cover
3) unit in the open that cannot fire
a. move as fast as possible to a cover
4) unit in cover with LOS to an enemy
a. fire and stay there if stronger than the player unit in LOS
b. fire and retreat far from player unit if weaker that the player unit and a new cover is available

Unit without LOS to enemy

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

In this case the initiative remains to the player.

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.

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