Every round need to have a random start. [like andyskinner write before]
otherwise player is trying to limit the number of troops. Being able to start each round is a huge bonus. weaker units are even less attractive to include in army list There are odd gambits, like not finishing opponents unit, to not allow him to start next round. Its less thinking about Meta gameplay "if i sacriface this unit, i would start next round, and charge this blokes overthere"
dwarf demon slayer [berserker lord]: he need to have Slayer(2) - +2AP. otherwise he is underperforming vs giants who by default have max Defense (5). Still Great Weapon would be usefull.
I would remove Ethereal(1) - ward save 1. I think this could be granted by common, global items for Heroes. Parry (-1 be hit in melee) work much better as "keeping alive" mechanism, and if not well... he cost about 70 points a fair price, compare to 200 for some monsters.
Upgrades: change pair weapons for greatweapons; and demon slayer can have options for +Fear.
------- crossbow and rifle with 5 attack are better. -1 hit after move, for crossbow is sufficient. for the rifles no move and fire... im not sure if allowing todo pivot is ok?
Rangers have Strider rule, which was interesting because it allow them to do a corner charge without hit penalty.
-------- i need to test Rune of Storm spell next time, it doesnt look balanced.
Dark elves - i gave them First Strike if charging.
First Strike doesn't do much if you flank target. Because it would anyway strike back with half attacks. Something with Flank rules could be improved, to feel the impact of FirstStrike also when flanking the opponent.
Spell range of 12" was way too short. I change default range to 18". There is big niche for spells with long range, that dont need LoS. I try some global spells, but they are quite boring. once you cast them, you are limited with the number of spells (because there is no point casting twice the same global enchantment).
Regeneration - i have Hydra. Current Regeneration is very weak. Because it maybe yes, maybe not [if you get charged] heal you 1 wound. I will try to buff regeneration by always healing 1 when you spent activation (even if flanked?).
Poison and Poison(x) - are different rules. I think i need to invent another name for Poison(x).
Flee should be clarified, what unit do if it's too close to table edge, or should end move at other units.
Artillery piece need to pivot, if they dont shoot. Clarify all spells are shooting attacks. Clarify with Nimble you can charge or shoot, previously out of LoS target. clarify Slayer dont work against Cavalry or Chariots clarify that Impacts are NOT first strike. ------------------------
dwarf Rune Of Storm - target tough number of hits, that wound on successful Def - go out of window. A complete nonsensical rule. now its 48", no LoS, d6 hits with AP(1).
Dark Elves are squishy [def 2], but cripple victims [First Strike if charging]. More attacks than standard armies (crossbows, pair weapons).
Corsair has ethereal to cover their dragon cloaks. Raptor Knights has 10 impacts, and different 10 attacks when not charging, which is nice. Slaughter sisters - are very good for what they suppose to be. Good in melee, but dont hit hard (no AP). Medusa is an interesting shooter unit. Morale Save instead Defense roll. hydra suffer from lack of good regeneration. Raptor chariot is little off... hmm its a glass cannon charger, that was killed by alone Hero, after chariot in 1 turn wipe out infantry block. Thrown javelins is a nice touch.
Spells: Despair i add morale test to make unit flee, so its not only morale nerf. i test Darkness as global spell, but i learn to drop completely any battle wide enchants. Blade storm - not sure if 2d6 would not be too good (its average 7 hits).
if you are flanked, and dont have activation - you dont strike back
this rule nicely make characters flank charge "safe", without regiments retaliation vs poor commander with 3hp. If you make some tricky charge, then its not so penalizing, because you still hit back with half attacks. And gang ups vs 1 strong unit are more interesting, because he probably dont strike back at flanking unit.
------------------------------ pair weapons +2 attacks are great to improve unit-half attacks - from 5 to 7.
Corsairs need to have 3 Quality (not 4). they are even core troops in WHM. With pair weapons they land hit waay too often.
chariot - i am very on the fence, how to solve this one. I think chariot is overpriced in OPR. 5x cold one knights - have 10 impacts - 5x from lizards and 5x from lances. 1x chariot has 8x - from 2x lizards, and scythe blades on 2x wheels.... something doesnt feels right here. Single chariot charge with 8x autohits, completely annihilate core regiments. ... it should be 6x impacts on charge. if not charging its: 2x bites from lizards, 2x attacks from crew. as range attack its 2x javelin shoots. Now for Tough (6 Tough in OPR): line of 5x knighst has 5 toughness - 5 wounds. Doesnt make sense for 1 chariot to has more than that (its 2x reptiles + 2x elves). "but its a wagon - a structure" - so why other artillery pieces structures are only worth 3 wounds? I think toughness 3/4 could be right. Its a cart so there is less "soft flesh", make sens it should last longer on full attacks.
-------------------------- Darkshards crossbows
repeater crossbow should'nt be as powerful as classic one. i think i would give them more attacks (12/7) because of multishot. And remove AP(1), because its not a crossbow... and i would also remove move penalty (reload). So they behave like soldiers with guns.
Bow is not really a weapon that allow mobility. You cannot run, hide behind wall, shoot and duck back. You can do that with crossbow. Bow has higher rate of fire, and you dont need straight line, you can shoot above own troops. ...hmm not sure if I want to fight with "wargaming biases" for the name of "realism"
---------------------- spell casting - i didnt manage to cast anything. I blame it on only 1 caster per army. Even with strong caster (2), you have 50% of chance ONLY to not waste your turn on major spell. Even when you succeed on Wizardry roll, then your opponent is making dispel. This make whole spellcasting an unreliable business.
This annoyance is actually a feature, because it creates a space for powercreep, so you can have Wizardry(3), magic items +1 Wizard, or +X Dispell only, or other boost to Wizardry, and there is some boundary. Even if you have auto-cast, then opponents weaker Magician can dispel your effort.
ofc i dont have such content in my humble ruleset. ---------------------------------- other Commnaders type of skills: -pivot your other in 6" from commander unit 90 degree - this would allow to charge or shoot something, and it feels dope. That commander show them the target [name for the skill?]
----------------------------- command group (standard, musician, champion)
+1 CR is lame, same as +1 Qua. It smells senile. Personally i think command group should be only decoration.
some regiments upgrades ideas: - allow to charge 1" further - allow to pivot 180 and move (music) - allow to move (not rush) 1" further (music) - allow to shoot with bow above own troops (+Indirect) - allow to fight back with full attacks (once?), even if used activation already. - increase Defense vs range attacks (shield wall - testudo) - allow to flee from enemy in specific direction/ or pivot in chosen direction. - grant regeneration (medic), if unit make Hold order. - music, medic, scout, group leader, champion (better fighter), pets(dogs), torches (source of light, fire - not sure for what?)
Yes, removing half toughness and half attacks is a great improvement. You can feel its less wearing for the brain.
I was afraid first strike will lose importance, but its still a very significant.
All units even on last wound, are strike with all dice. In some cases (strike back, flank) only hit on 1, which is great because you dont need to check for Quality.
minor draw back is block of infantry increase viability on block of 5 cavalry and heroes are penelize (if they flank infantry they face 10 dice and pray to not roll 1). But its not so game breaking, just different meta.
roll to hit only on 1. is a great rule. it benefits multi dice infantry blocks, over monsters.
i need to make 2x No Retreat rules: one for undeads or machines, that lose 1 wound. Other for unbreakable troops. It piss me off today when dwarf hammerers suffer 3 wound from bodyguard. Also slayer.
the flank charges always feels off for me. Im happy to finally find a solution that feels sensible, and its easy rule wise.
You cannot make a flank charge, if yours charging unit is not fully out of target front arch.
it plays very nice!
i remove half toughness, and half attacks. The game is smoother. Its much easier to track multiple unit stats, there is no confusion how many dice to take. You dont need to track wounded units. Still First Strike is important for finishing off weakend units. Monster gain more power, from which im not very happy. No Hydra is a tough opponent with 6 HP, 5 Defense and Regeneration (that works always).
Blocks of infantries stay relevant even until last wound - which i like a lot. Then its a First Strikers hunt (heroes)
There are drawbacks but in general the benefits prevail.
--- Instead half attacks, i use hit only on 1, which is bit too harsh. The game is more competitive, because the mistake in activation or unit placement cost more. Which I am not a fan of.
Fleeing was simplified. Before i was turning unit that fail morale 180 degree and move back, which cause them to clash with other units or obstacles. Then there were a dance to reposition unit in next turn.
To avoid fiddling with units, now routed units are deployed again anywhere in staring zone. It looks like teleportation. But its way less messing around, and the gameplay outcome is the same, or better. Because you can quicker counter enemies at your back.
Dark Elves - spell Blade storm with 2d6 hits its too good. I think I would nerf the amount of hits. I will check with d6+2 hit.
i think the rules are good. I didnt encounter anything i would like to change.
If your unit was already activated, you hit back on "1-". f.ex. you move forward, and then are charged by enemy cavalry. Because of "1-", you will probaly dont hit anything back at all. Its competitive, I'm still not a fan. But i think its hard to come with less nerfing solution, without complicating the rules more.
I was confused few times because i forgot all the special rules. Wording and stats on Mummy cards, was from older version, or it was just a single word, and i need to check rulesheet. But its not fault of rules.
Commander rules - inspiring, leadership, command - need to be readjust.
Medusa kill Necrosphinx in 2 turn, which was interesting. She use morale for save instead defence.
Retreat rules are nice. If you failed morale, unit is teleported to starting area. I still think it works good.
Because i play without any terrain. All cover during shoting is also a Friendly Fire. DElf bolt thrower hit Medusa this way, which was funny.
Chargin rules, flanking charge rules - i still think are good. There is much more front charge, in cases that normally would be a flank one - which i find fantastic.
Impact is not a first strike - it feel odd sometimes. When cavalry with lances charge other unit, and vitim strike first.
very little dice rolling - feels good. the army rosters need to be clear of bugs. the rulesheet should take more space/page and explain things better with examples.
extra administration to track which unit dont attack yet - is worth it. Its much better for your slow troops to know you will be able to fight normal, instead hitting on '1', after your advance forward.
Stealth - unit need to dont block LoS for enemy charge as well. Otherwise its has a quirky use to block enemy fast units.
Dispelling need to work always on 4+ (even vs Major spells). Dwarf smith spent entire game trying to take down Darkness enchantment from Organ gun. Not fun.
add clarification that any bonus dont stack. If I cast Ethereal(2) on unit with Ethereal(1), its has only Ethereal(2) not (3).
Loner - need to have -1 to be hit in melee as well (Parry rule). It make no sense that 10 dudes hit at once your Commander. This way poor infantry will hit 50% less often (quliaty 2>1), but big monster still can pack a punch (quality 4>3). Not sure if dwarven Deamon Slayer with Parry 2, would not be too good.
Need to add: after Flee (from whatever reason) you lose any further activation this turn.