Project: FUBAR- 1918 with Chatgpt 5.2
Hi all,
A few weeks ago I went to Fall-In with the idea of getting another project off my bucket list- doing a WWI skirmish game in 28mm. I've been toying with the idea pretty much since I got out of the US Army back in '91, but its always been on the back burner for a lot of reasons:
- Lack of time due to other projects
- Waffling on the scale
- Lack of a decent set of rules
- Wanting to do this project on an affordable scale
I finally had a basic plan in hand and went about gathering the basics: ie the miniatures and the rules. The miniatures was the easy part as I was spoiled by choices. I decided to go with Atlantic Miniatures plastic range for most of my collection (Brits/Commonwealth and Germans) and I found a decent supply of Americans (Old Glory 25s). It was rules where I got bogged down. I just couldn't find a set of rules that scratched the itch I had. I wanted:
- A simple to play set of rules
- Unit based but used individual models
- Treated vehicles as separate units themselves
- Was sort of 40K like, but without the rules bloat
- Not I Go/U Go
- Used D6
- Wouldn't require a pile of cash to acquire
Honestly, I just couldn't find what I wanted, so I got another idea in my head- I would convert Craig Cartmell's FUBAR rules over to do WWI skirmish actions. I also decided to have Chatgpt 5.2 join in to help me do the grunt work. It was an interesting process to say the least and very fun too. Anyway, I thought it would be interesting to post the results of our (ie me and Chatgpt's) efforts for you guys to check out and to get your feedback on it.
Right now I have two 'books': Book I FUBAR 1918 Core Rules with a Lost Battalion Campaign, and Book II: The Battle of Hamal.
I'm in the process of playtesting these rules and the scenarios and hope to run them in a larger form at Historicon 2026 or Fall In 2026. Feel free to check them out and give me your feedback about them, and even using ChatGpt in general. If you have questions toss them in too. Any way, I had Chatgpt write up a short essay to you guys about this little project.
# DESIGN ESSAY
## Building FUBAR-1918: A Case Study in Constraint
Most World War I tabletop games struggle with the same problem: how to represent industrial-scale firepower without drowning players in rules.
FUBAR-1918 began as an experiment in **restraint**.
Rather than invent a new engine, we adapted **FUBAR 4th Edition**, a modern skirmish system built around activation friction, momentum shifts, and suppression. The question was simple:
> Could this engine express 1918 without becoming something else?
---
## WHAT WE DID NOT DO
We did not:
* Add morale tracks
* Add command point economies
* Add weapon charts by nation
* Add artillery subsystems
* Add casualty bookkeeping
Every time a rule wanted to grow, we cut it back.
---
## WHAT WE DID INSTEAD
We focused on:
* **Procedural national character** (rerolls, timing, reactions)
* **Scenario pressure** instead of player freedom
* **Terrain relationships** instead of measurement precision
* **Suppression as control**, not damage
The result is a game where:
* Units fail more often than they succeed
* Fire matters more than movement
* The board closes in as the game progresses
---
## WHY ARGONNE AND HAMEL
We deliberately chose two battles that *should not feel the same*.
If the rules could make:
* Argonne feel chaotic and punishing, and
* Hamel feel clean, fast, and deliberate
…without changing the core mechanics, then the design had legs.
---
## WHAT WE WANT FEEDBACK ON
If you’re reading this as a fellow wargamer, we’d love your thoughts on:
* Does suppression feel right?
* Does activation failure create tension or frustration?
* Do scenarios drive behavior more than stats?
* Does WWI feel distinct without extra chrome?
In short:
> Does this *feel* like 1918?
---
## CLOSING THOUGHT
FUBAR-1918 is not trying to be definitive.
It is trying to be **playable, honest, and instructive**.
If it sparks discussion, iteration, and experimentation, then it has already done its job.
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