|Stormtrooper patrol in Mos Eisley|
I did a long scenario write-up for this game, which I will post elsewhere. Basically it was based around the Mos Eisley scenes in the first Star Wars film (ie. Episode IV). Obi Wan, Luke and the droids had to slip into Mos Eisley evade the Imperial Patrols, meet Han Solo and Chewbacca in the Cantina in the centre of the table, then make it to Dock 93 in the opposite corner of the table and take off in the Millenium Falcon. As a sub-plot a band of Jawas had a cargo of droids to bring into town to exchange with a band of Smugglers for a cargo of weapons. To really mix things up every one also had at least one gang of Fringers, and Jabba the Hutt had some extra tough 'bounty hunters' as well. Each Fringer gang had a hide-out or two with a 'cache' of money there. The Imperial player not only found it difficult to activate his units initially, but also anyone else could try and activate them, particularly if a fire-fight broke out, when the Stormtroopers could be expected to intervene to restore 'order'. Fringer's could attempt to rob the Jawa, Smugglers or each other. The Cantina was a 'safe' area, but individual Fringers could start 'challenges' ie. one-on-.one fights there.
|Whole game board at start of play|
|"These are not the droids you are looking for", Steve plays a Jedi Mind Trick and swaps places with his speeder with a 'civilian' character to avoid being stopped by a Stormtrooper patrol|
At this point we ran out of time, but all agreed it had been a great laugh and a suitable 'simulation' of the 'hive of scum and villany' that was Mos Eisley. The Scenario Rules had been fairly complex and for three of the players this was their first game of FUBAR, but most had got the hang of it by the end. It was a bit tricky operating the FUBAR rules for multiple players - for simplicity we only made one initiative roll at the start of the turn and then let players try and activate in turn following a clockwork direction around the table, but as players frequently failed to activate it very much randomised the order of play, and with a bit of familiarity we started getting each turn completed in a reasonable amount of time, albeit didn't get through that many turns. We really pushed the rule envelopes in some respects - units could have mixed morale ratings - activating on the highest morale rating in the group but rating for suppression etc. on the most common, so Veterans could lead a bunch of Seasoned troopers/Fringers. Units were also allowed to split up or join together in the course of the game. This worked very well and meant high level heroes and villains might have to split from their parties or sneak off deserting them.
I was particularly pleased with the Mos Eisley town that I knocked up in just three days for the game, out of computer packing, old biscuit trays, egg boxes, and some cork tile buildings which were extremely quick to make and will serve me in plenty more middle eastern (with the simple domes made from tennis balls) or 'Mexican'-style adobe buildingsWild West games. The cork tile buildings have already seen service in another club member's Sudan game! All in all it showed how effective simply painting and dry brushing stuff in the same colours can be in bringing something together.