A little known fact about the FUBAR Modern/SF Rules for small unit actions is that they have a barbaric cousin – FUBAR Medieval.
These are rules for those who want a quick, yet savagely satisfying game involving a few handpicked warbands in a medieval (i.e. pre-firearms) or fantasy genre.
Below are the core rules:
Thanks to Captain Caverne we now have the core rules in French:
We already have three force supplements for these rules.
The first is an exploration of the 9th-11th century in Britain. It involves Vikings, Saxons, Normans, Welsh, Irish and Pictish warbands vying for supremacy in this age of invasions.
The second is a delve further back to the chaos that followed the Roman withdrawal and the rise of a Warlord who would be later feted as Arthur, King of the Britons. There are forces for the Roman0-British forces of Arthur, the invading Saxons and the native Welsh and Pictish Kings.
There is also a section to allow you to add some of the mythic elements such as Merlin and Morgana, Excalibur and the grail Knights, as well as Welsh Druids and Pictish Shamen.
Next up is a chance to ride with the Seven Samurai. A full set of rules for warfare in medieval Japan. Not always historically accurate, but certainly in keeping with the films of Akiro Kurasawa.
Ever fancied defending a village of peasants with a handful of Ronin and a drunken Warrior Monk against a vengeful Samurai Daimyo and his loyal retainers? Here’s your chance.
And finally, for now at least, the chance the play Aragorn or Boromir, Gandalf, Theoden or Saruman. FUBAR The War of the Ring allows you to bring your warbands into battle across the latter years of Middle Earth in the mammoth two-page supplement!
A couple of scenarios for you.
These scenarios are set in the period from the time of Bilbo’s adventures chronicled in his book ‘There and Back Again’ (better known to us through Tolkien’s translation as ‘The Hobbit’) up until a few years before the events in The Lord of the Rings.
The Chamber of Mazarbul
King Balin’s reign in the restored kingdom of Khazadum (Moria) is short-lived and upon his death his followers are cornered and make a last stand in the Chamber of Mazarbul, where lies his tomb.
Dwarves [141 pts]
1 Hero [Elite, Heavy Armour, Greataxe @ 15pts]
4 Warbands of 3 Warriors [Veteran, Heavy Armour, Shield, Battleaxe, Crossbow or 2 Throwing Axes @ 14pts]
The Dwarven Hero can fight independently or join one of his Warbands.
Goblins [412 pts]
1 Goblin King [Veteran, Medium Armour, Two-handed Mace @ 12pts]
8 Warbands of 6 Goblin Warriors [Green, Light Armour, half have Shield & Sword, half have bows @ 8pts]
1 Cave Troll [Veteran, Medium Armour, Two-handed Club. Can take 4 wounds before dying @ 16pts]
The Goblin King can fight independently or join one of his Warbands.
The Cave Troll fights independently
Layout the Chamber as you have seen it in the film. Remember the Pillars, the Tomb of Balin, the Well and the Doorway. Alternately you can download floorplans of the chamber here:
Scroll down the page to find the download.
Note that the doorway is wide enough for two Dwarves, three Goblins or one Troll. The well will admit Goblins two at a time.
The Dwarves can deploy anywhere in the chamber. The Goblins deploy outside. They must assign which Goblin Warbands will come through the door and which will come up the Well.
If the Well is undefended the Goblins can enter freely. If it is defended then they must fight their way through, but only two Goblins can fight at one time.
The game begins when the door gives way. The Goblins begin with the initiative.
Victory occurs when either:
1. Dwarven Victory: The Dwarves kill 300 points of the Goblin forces.
2. Goblin Victory: The Dwarves are all slain.
Of course any Dwarven victory only buys them a breathing space before the next assault. Their bones will be found by the Fellowship when they too have to defend this sad place.
It is suggested that you replay this scenario with the players swapping sides, so both of you can experience this stirring last stand.
The Retaking of Osgiliath
Shown in the extended version of the films this scenario shows Boromir’s successful, though short-lived, victory in Osgiliath.
The Scenario features the retaking of the bridge over the Anduin.
The Army of Gondor [454 pts]
Boromir [Elite, Heavy/Medium Armour, Shield, Sword, Bow, The Horn of Gondor @ 20pts]
5 Warbands of 6 Soldiers [Seasoned, Medium Armour, Shield, Spear or Bow, Sword @ 10pts. No more than one third can have bows]
Faramir [Elite, Light Armour, Shield, Sword, Longbow @ 14pts]
2 Warbands of 5 Rangers [Veteran, Light Armour, Shield, Sword, Longbow @ 12pts]
The Army of Minas Morgul [500 pts]
2 Orc Captains [Veterans, Medium Armour, Shield, Sword or Axe @ 11pts]
7 Warbands of 7 Orc Warriors [Seasoned, Light Armour, Shield, Spear or Sword, one third have Bows @ 9pts]
2 Mordor Trolls [Veterans, Heavy Armour, Two-handed Swords/Hammers, Can take four wounds before dying @ 18pts]
The Bridge over the Anduin is 24” long and 8” wide.
The Army of Gondor can deploy in the ruined buildings at the western end of the bridge and on the road leading to it.
The Army of Minas Morgul will deploy in the ruined buildings on the eastern riverbank.
Neither side can place forces on the bridge itself.
The Bridge has a parapet along each side that gives moderate cover to anyone on it from troops firing from the riverbanks. Troll do not gain cover from this parapet as they tower above it.
The ruined buildings also give moderate cover.
The Army of Gondor begins with the initiative.
Boromir can blow his Horn once during the battle.
Victory occurs when either:
1. Gondor Victory: Boromir or Faramir raise the Standard of Gondor at the eastern end of the bridge and keep it aloft for one full turn.
2. Gondor Victory: 400 points of the Bridge’s defenders are slain.
3. Minas Morgul Victory: Both Boromir and Faramir are slain.
4. Minas Morgul Victory: 300 points of the attackers are slain.
Filed under: Fantasy Wargames Rules