FUBAR solo skirmish

More FUBAR skirmish, but this time with Fantasy elements in it plus a little solo experiment. Enemies are not on the table and they are coming out from different places and they are not always enemies.

I went for the typical four with a Barbarian, a Dwarf, a Wizard with the spells Heal, Magic Bolt and Light, and an Elf archer; all of them with Veteran level and with one Command Point each. Dwarf with armour 4+ and the rest with armour 6+.

First enemy sighted! An Orc Elite level with armour 3+.

He charges and wounds the Dwarf but then he is quickly dispatched.

The Wizard opens the door of the first house and four Orcs Green level come out of it; the Dwarf comes in her aid...

And then the Barbarian.

On the other side of the village some Green armed militia show up and behind them another Elite Orc.

The archer shoots him to no effect and the other man valiantly charges him and gets wounded.

Meanwhile, the Orcs at the firest house are finished and the Barbarian and the Wizard run in aid of the Dwarf and the Elf, who get in trouble checking the second house with two Veteran Orcs.

But they are stopped by another Elite who suddenly appear from the West, and they can't assist their comrades. The Elf is down and the Darf runs for his life, but he is pursued and attacked again in the ford. Luckily for him, this time he is the winner.

Lo and behold, a Necromancer!

He casts "Swarm of skulls" and destroys his magic opponent in one go. More militia come in support.

On their way to the third and last house our heroes meet three Seasoned Orcs who got lucky on their rolls...

And slay the last two remaining heroes of the party.

The militia kills the Necromancer with arrows and stones while the rest run to help our heroes but it is too late for them, and possibly for the village as there are only a few brave souls to defend it from the Orcs.

Well, this little adventure didn't end too well. The Barbarian rolled awfully during all the game but there could also have been more Orcs and less militia. In the end, there are still a few things to tweak, but I think that already designed scenarios would suit better for small skirmish games than this little solo adventure.

Now I think I will set apart for a moment this FUBAR fever that caught me and resume my Lord of the Rings campaign, but I will can back to FUBAR for some modern action.



  1. It looks like the militia were good enough to defend the village. Or, perhaps the opponents were the weaker ones.

    1. Well, our heroes clearly should have better armour and it wasn't a good idea to split the group. The militia came quite handy but I douby they alone would be able to clear the last house :)

  2. First rule of role playing, never split the party😂. sad for the heroes, but sounded a great game. You're certainly showing the flexibility of FUBAR. Can I ask how you managed the location and type of enemies and allies?

  3. lesson learned, never split the group :D FUBAR is very flexible and I am just tinkering with it for fun. For the solo game I wrote this:
    Player deploys terrain, choose starting border and then deploys 3 objectives at random on the table that must be taken/cleared. Game lasts until all objectives have been taken or player quits.

    As long as there is no enemy in sight, player moves all his forces first and then the AI moves all its Blips (markers with possible forces), closest to enemy first. As soon as enemy is sighted, player rolls normally for initiative and start moving units by activation until there is no enemy in sight.

    Blips are tokens representing possible enemies. There is a Blip in every building or room in a dungeon, and one in the center of the map and out of sight on turn 1, plus one at the end of every enemy activation in the middle of a border, 1d6: 1-2 left, 3-4 top, 5-6 right border. Blips activate automatically and move 12” towards closest player’s taken objective, fight, sound (explosion, smoke), center of the map or randomly, in that order, until they see or are sighted by player’s forces.

    Sighted Blips are resolved by rolling 1d6: 1 one Elite character, 2 two Veterans, 3 three Regulars, 4 Greens, 5 a Monster or a Wizard, 6 Event or nothing (player’s choice).
    Weapons and equipment are determined by the player before the game or by WYSIWYG.

    Event: 1-2 non-combatants (civilians?), 3-4 friendly unit (reinforcements?), 5- 6 Treasure.
    • Civilians: can be ignored or saved by escorting them to any border. Each rescued civilian group (1d3 models) is one objective’s worth.
    • Friendly unit: generate it as a friendly Blip. They activate by player in his turn and garrison the first taken Objective.
    • Treasure: A treasure is found and it is one Objective’s worth.
    • To avoid too much dice rolling, you can use poker cards instead. Make a deck with 1-6 cards, adding more or less of each number to set difficulty as well as use other cards to represent NPCs, treasures, etc.

    Blips have two actions, but the figures in it have only one action the moment they are resolved. After that, they will activate normally in following turns.

    Players get Victory Points per Objective taken and
    undisputed. AI can retake Objectives cleared by the player.
    Three objectives counts as complete victory, two as minor and one or less as defeat.

    1. Thanks for taking the time fivefold thoroughly! I shall try some of those ideas out.

    2. You're welcome Alan, as it's a pleasure to share the hobby. Please, free feel to ask any doubts or share your thoughts about them :)