fubar vietnam rough draft 0 08

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  • 8/12/2019 Fubar Vietnam Rough Draft 0 08

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    FUBAR VIETNAM One Page Small Unit Wargames Rules Edition 0.08

    Unless modified here,FUBAR 2.6 & the Cardinal Rule apply.

    Dice rolls use one or more d6, d8 or d10.

    INITIATIVE DICE ARE D8.

    Experience defines Activation, Expertise andCoherency- the maximum distance Unitmembers can maintain from each other.A Unit out of Coherency incurs an activationpenalty of 1 per figure that is out of touch.A Unit leader may have one die type, forActivation, and the troops another forExpertise.

    Unit Experience

    e!el "ie Activation Expertise Coherency

    Green d6 5+ 6+ 2

    Seasoned d8 5+ 6+ 3

    Veteran d10 5+ 6+ 4

    Elite d10 4+ 6+ 4

    e!el Maximum Suppressed

    Green 2

    Seasoned 3

    Veteran & Elite 4

    A unit with 50%+ casualties must take anactivation test.Any time such a unit fails to activate, they areno longer suppressed & withdraw a full moveaway from visible enemies, performing a 2ndactivation test.Failing the 2nd test, the unit is combatineffective & each turn automatically moves

    away from visible enemies, toward a friendlydeployment zone. If this is not possible theunit surrenders.The Activation Die of a higher-ranked leaderwithin coherency may be used for these tests.

    Cover modifiers CAN make a Units expertiseworse than 6+.

    Heavy Wood / Jungle reduce movement by 2

    #$!er Expertise Examples

    Soft +1Undergrowth, Fences,

    Hedgerows, Huts, Woods

    Moderate +2Heavy Woods / Jungle,

    Wooden Buildings,Civilian Vehicles

    Heavy +3

    Trenches, Rubble,Stone /

    Brick Walls, BuildingsHard +4 Bunkers

    Cover provides the equivalent of an armoursave taken vs the Unit's Level Die.

    #$!er Sa!e N$tes

    Moderate 7+ vs. Template Weapons only

    Heavy 5+ vs. Template Weapons only

    Hard 4+

    En!ir$nment E%%ect Expertise Range

    Rain/Fog +1 1/2

    Night +1 1/2

    Environmental effects are cumulative.

    Teams loosing 50%+ members may no longerfunction. Seasoned or better figures mayreplace lost team members.

    Vehicles have an Activation die for Pilots /Drivers, and an Expertise die for Gunners &other crew.Armour Saves are taken on the Pilot / Driverdie. Attacks & spotting on the Gunner's dice.Helicopter Door-Gunners, Gunners in open-topped vehicles and 'unbuttoned' tankcommanders may go On Guard.

    Template&T'(The radius of a Template

    weapon is 1x FP.Certain weapons have Shaped Templates.Centre the template on the target point.Everything under a template is attacked.1.Mortars, Artillery and Vehicle Weapons usethe FP Dice of the weapon.

    2.All other Template Weapons use the FPDice of the firing troop.

    3.Targets keep Cover & Armour benefits.

    Units fired onby weapons / Units that causeFEAR must pass an Activation roll orautomatically become Maximum Suppressed.

    SNIPERS cause FEAR)

    Some Units may Hide, spending an activationimmobile when in cover & out of LOS of anenemy. Hidden Units may Go To Ground.A Unit may try to Spot a Hidden Unit bymaking an opposed roll, Expertise+ on asingle die. The Hidden Unit adds any Coverbonus to their die roll.

    Some Units may Ambush when hidden andOn Guard, receiving +4FP to their first attackif they are not spotted before firing.

    Any two healthy figures may move a Casualtyat normal rates. Casualties may be moved,one-to-one, at a penalty of 2.

    Supp$rt #alls are limite*+

    Scenarios define the amount & type ofsupport available to each side.

    Eac, %$rce ,as a uni-ue .a/ t$ call

    %$r supp$rt0 1ut all %$ll$. t,is rule(

    If, after modifiers, a caller rolls Expertise+

    then the call for support is a success. If theroll fails, the caller may try again on anotheractivation.

    23 Rule(Any Support-Call failing by 4+

    wastes a call AND no further support of thattype is available.

    Support is subject to Delay, Error & Deviation.

    In the chaos of combat, these three determineif a support-call is golden or ghastly.

    INBOUN" "EA4 5 ERROR TABE

    Failure 23 ( call .aste*0 supp$rt l$st+

    Green x3

    Seasoned x2

    Veteran & Elite x1

    6*7 "EVIATION TABE

    1-2 Short FP 4 Right FP

    3 Left FP 5 Long FP

    6 ON TARGET

    Fire Missions fire continuously each & everyactivation. Multiple Missions may be called. Afriendly RTO on the channel, or opening anew channel, may end any / all Missions.

    1.An RTO must $pen a c,annel)

    2.N$minate target p$int 8 place a

    mar9er)Make a Support Call; roll vs

    caller's modified Expertise. The first roundarrives in 1 activation x the Inbound Delay.

    Fire:Supp$rt M$*i%ier Expertise

    ALL FIRE-SUPPORT CALLS +3

    Caller is Forward Observer -3

    Target not in LOS +1

    Adjust Fire Mission -1

    Calling Danger Close -2

    3.W,en t,e %irst r$un* is "UE0 move

    the target point FP x Error according to theDeviation Table, from the caller's POV. Thefirst round lands here; remaining roundsfired in the Mission deviate from this point.

    4.Make a Support Call to adjust the targetpoint or start a new Mission.

    "anger:#l$se Fire:Supp$rt is an/ call

    .it,in ;x FP< $% t,e #AER)

    In*irect Fire Weap$ns cause FEAR)

    May fire at targets in line of sight.

    Weap$n Min-Range Max FP Die FP

    Light Mortar1 10 d8 2T

    Med. Mortar1 15 d8 3T

    Hvy. Mortar1 20 d8 4T

    Artillery1,2 18 / 24 d10 5T

    1.Weap. Team required. 2 activation set-up.2.18 min. flat trajectory. 24 min. indirect.

    Aut,$r( Thomas Robson.A**iti$nal cre*its t$( Craig Cartmell (FUBAR), Darby Eckles (FNG) & the Forge of War Yahoo! Group.

    Units

    Suppressi$n

    Supp$rt #alls

    In*irect Fire Supp$rt

    "ice #$n!enti$ns

    Template Weap$ns

    Initiati!e

    #,anges t$ =ame Pla/

    In*irect Fire Weap$ns

    FEAR

    M$rale

    Aircra%t 8 Ve,icle #re.s

    >i**en 8 Sp$tting Units

    Am1us,

    "ela/0 Err$r 8 "e!iati$n

    #$!er 8 Arm$ur

    Weap$n Teams

    En!ir$nment

    M$!ing #asualties

  • 8/12/2019 Fubar Vietnam Rough Draft 0 08

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    FUBAR VIETNAM One Page Small Unit Wargames Rules Edition 0.08

    Page ? USM#(

    Mostly done!

    Page ; V# 5 MFV#(

    Mostly done!

    Page 2 NVA(

    Support Calls -the few & the strangeArmour -tanks for what-if & late warTOE

    Page @ Scenari$s 8 #i!ilians(

    Objectives, ROE and populated areas.Establishing Support-call limits & costs.Thoughts for working with existing scenarios.

    The Vietnam war was fought from inside andoutside Vietnam, by armies from the North,the South and from the Free World, eachemploying wildly different skills, technologies& ideologies. It was a ten-thousand day war,fought with no true front-line in an unforgivingland, following contradictory rules of

    engagement.

    This is a very rough draft of a one-page (!?)Theatre-set for FUBAR Vietnam. I am a fan ofthis historical gaming niche & I think FUBARhas tremendous potential for fun with thissetting.

    I have done some crazy things to the coreFUBAR rules. I hope some of these thingscapture the complexity & the character of theconflict without loosing the best bits ofFUBAR.

    Mostly I have been putting ideas down onpaper; outlining -via pie-in-the-sky thinking-

    what most needs covering. But some play-testing has been done.

    The numbers are not entirely good, but I thinksome of the ideas will work once the numbersare tweaked. Once the pies are cleaned-up.

    Where various bits of information will end upis still up for debate.

    Vehicle stats & such are still a quandry.

    Page 6is intended to present the core

    heresies; changes to standard FUBAR, aswell as ubiquitous concepts.

    Page ?presents a USMC platoon TOE &

    related special rules.

    Page ;is for the VC/MFVC; special rules

    and TOE.

    Page 2features the NVA.

    Page @will be another big bit. Setting limits

    for number and duration of support-calls andthe impact of Civilians & the ROE on Initiative.How to work with the campaign & missionmaterial currently available would be a nicebonus.

    All Ne. .it, )(

    Veteran Expertise n$. 73

    AmbushHidden Units

    Moving CasualtiesPoint-Men

    Blinds, Booby-traps, Tunnels & Sappers

    Initiative is rolled on a d8 to allow for a fewmore variables to come into play. Thepresence of civilians and changing ROEshould impact greatly on a scenario.

    Unit sizes are all over the place. The varietyof equipment, craft and competence is vast.Training and motivation are at odds.Three die-types are used for Unit Level in anattempt to model these diverse factors.

    Coherency describes a Unit's ability to controlan area. Forces with better training can riskspreading-out to cover tremendous area.

    Units with poor coherency are limited to hitand run tactics and remain vulnerable to basicsquad supports such as grenades.

    Suppression levels have been increased.Units may need this to allow for some force'behaviours' to be modelled and to account forthe deadly variety of AOE weaponry.

    Area of Effect (Template) weapons areincluded. I'm very tempted to model the'explosive' Template as a concentric,decreasing FP attack, but worry thattremendous complexity has already beenadded in this first rough draft.

    FEAR: don't know if this will work for snipers

    & big weapons or not...

    Vehicle (air & ground) crews are representedby different Level Dice to model the differingsituational awareness and interactionbetween drivers / pilots / commanders andgunnery crews trying to get a vehicle intoposition and to get munitions on target.

    Support missions are powerfuland will becostly to engage. Support calls should alwaysbe limited and must be carefully spent inorder to achieve mission objectives.

    Radio communications are just beginning tobecome truly sophisticated; as platoon andsquad RTO's come to grips with the 'NET',officers and FO's need to become aggressiveand competent at calling for the availablesupport.

    Caller competency is found in the Delay &Error Table while the Deviation Tablerepresents Gunner accuracy.Artillery, once it begins to fall, tends to rainsteadily as a deadly curtain until stopped.These are area-denial attacks. Experience is

    required to get an indirect fire-support missionon target; poorly targeted missions will eat-upprecious support calls, as will calls to adjustfire or re-target. Danger-close calls receive asmall bonus, but are risky. Prepare to reap thewhirlwind.

    Medivac, Transport and Gunship Helicopter

    Support is effective, and costly in terms ofsupport call expenditure.

    None of this would be possible without DarbyEckles outstanding game FNG, published byTwo Hour Wargames. A new version of FNGis due out sometime during the Spring of2011.If this Theatre-set tempts you to exploregaming this period in more detail, then checkout his excellent game. The campaign systemand solo-play aspects alone are both worththe price of admission!

    Many of you will recognise Jon Tuffley's

    influence on the dice types for UnitExperience.

    Aut,$r( Thomas Robson.A**iti$nal cre*its t$( Craig Cartmell (FUBAR), Darby Eckles (FNG) & the Forge of War Yahoo! Group.

    NOTES %$r FUBAR VIETNAM

    Nee*s #urrent Versi$n N$tes(

    #re*it "ue(