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Post by ctuchik on Nov 21, 2020 22:27:07 GMT
I've just read through the rulebook for OPR Regiments and really like it. I've been thinking about rules for a Warhammer fantasy type game that are much simpler and more streamlined, without being too abstract. Regiments seems to be exactly that! I haven't played a single game yet, but have some questions about rules and intentions. For army building, I really like the simplification (and reduction) of unit sizes. If I understand correctly, no unit is ever larger than 20 models? Maybe this is too restrictive, at least for horde armies like the rats or goblins. I was almost expecting to see a special rule in those army books to allow for bigger regiments. Some way to add another five maybe, 25 models seems reasonable without going too far. I also kinda miss being able to have wider frontage for "killy" units. 6-7 wide for units like swordmasters and executioners looks and feels very right  . No idea how to make a truly "simple" rule to allow for that though. The flanking rules will take some time getting used to as well. Feels off to have something like a monster or single model not being able to attack at all when flanked. Like, just turn around dude. Have you play tested any other variants here? The old Warhammer Fantasy method of just adding more combat resolution might not be terrible.
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Post by andyskinner on Nov 21, 2020 23:54:26 GMT
I play Age of Fantasy, but not Regiments. I resolve melee at the end of the turn, after all activations, possibly involving multiple units per side. Moving, shooting, and magic are all done during activation, as well as resolving Phalanx, Impact, and Furious.
This allows coordinating attacks and feels better to me.
andy
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Post by MrCrow on Nov 22, 2020 3:50:20 GMT
I'm working on a full source book for AoF:R called, The Lost World. It brings a lot of the fun rules from WarHammer Fantasy Battle to OPR. I've converted the rules for duels, high ground, flanking, generals, and some other fun stuff. It's not a 1:1 conversion but will give the over all feel of WhFB but without the headache. I'm almost done now, should be ready for release by mid December!
20 Models might not seem like a lot for hoards but as a Skaven and Night Goblin player I haven't run into any problems. Just means more blocks of infantry to outflank the enemy! Though if you like, subscribe to the Patreon and get accesses to the points calculator. It allows you to tweak or even make new units. So if you wanted to run larger blocks of Infantry for hoards, it should be pretty easy to stat. I would recommend limiting the rank bonus for melee results to four personally.
Hmm, larger ranks could be a fun house rule. You'd trade more attacks for losing rank bonuses. Maybe have it you can't for form 4 ranks? Not sure.
To go with andyskinner I've also changed how melee is resolved. I found more often than not he who charged first one the battle as their opponent as they decimate their enemy before they can fight back. To better simulate the chaos of medieval combat I use simultaneous melee. All phalanx wounds are resolved, then all impact wounds are resolved, then the survivors (if any) resolve their attacks and wounds at the same time. It's made for some more interesting battles and outcomes. I do not recommend this for Grimdark Future though as melee is often under powered as is and needs all the help it can get. But in melee based game like AoF, I think it works out better with simultaneous combat.
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Post by ctuchik on Nov 22, 2020 9:09:19 GMT
I play Age of Fantasy, but not Regiments. I resolve melee at the end of the turn, after all activations, possibly involving multiple units per side. Moving, shooting, and magic are all done during activation, as well as resolving Phalanx, Impact, and Furious. This allows coordinating attacks and feels better to me. andy This seems like a great way to play it. Makes it work more like traditional Warhammer Fantasy. Setting up multi unit -charges and traps was such a big part of it. I'd like to see some support for charge reactions as well, since baiting and redirecting was a fun tactical layer in the old games. Maybe even a counter charge reaction if the unit hasn't activated yet... I think a lot of old fantasy players have movement trays laying around for 25-30 models, they were really common unit sizes. In 8th edition the big hordes came with 40+ models being common and that had a really negative impact on the game. Made the hobby aspect really tedious, assembling and painting so many identical models. Also made the game play slow and grindy, with less tactical maneuvering. I realize it's a bit of a slippery slope adding more rules to a system like this. 9th Age for example is a great rule set, but they have unfortunately gone the other way and added even more complexity...
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Post by Lagi on Jan 1, 2021 15:07:24 GMT
I'm working on a full source book for AoF:R called, The Lost World. It brings a lot of the fun rules from WarHammer Fantasy Battle to OPR. I've converted the rules for duels, high ground, flanking, generals, and some other fun stuff. It's not a 1:1 conversion but will give the over all feel of WhFB but without the headache. I'm almost done now, should be ready for release by mid December!
Thats interesting, I would like to have a look at Lost World. Im afraid whether you dont bring too much bloat  The one-sidedness of melee bother me as well. I will check yours variant. Agree! Musician and Standard giving +2 CR are very (too) good.
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Post by MrCrow on Jan 1, 2021 19:42:27 GMT
I'm working on a full source book for AoF:R called, The Lost World. It brings a lot of the fun rules from WarHammer Fantasy Battle to OPR. I've converted the rules for duels, high ground, flanking, generals, and some other fun stuff. It's not a 1:1 conversion but will give the over all feel of WhFB but without the headache. I'm almost done now, should be ready for release by mid December!
Thats interesting, I would like to have a look at Lost World. Im afraid whether you dont bring too much bloat  I wish I hadn't said that. Unfortunately; depression, work, and many other factors, have slowed down progress. It's almost done, but I don't know when I'll have time to finish it.
As for rules bloat I've designed them to be modular. Almost every new rule is a single page with every part of the rule being broken down into sections. Players can then pick and choose if they want to use some, all, or just part of a the new rules. That way you can decide how complex you want your game to be.
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Post by Lagi on Jan 1, 2021 20:09:18 GMT
You can post single page of your best (or reasonably good) rule. 
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Post by Lagi on Jan 2, 2021 12:33:38 GMT
I play Age of Fantasy, but not Regiments. I resolve melee at the end of the turn, after all activations, possibly involving multiple units per side. Moving, shooting, and magic are all done during activation, as well as resolving Phalanx, Impact, and Furious. This allows coordinating attacks and feels better to me. andy I just play this way (regiments). And the melee get very complicated. 1 unit of Knights vs (Ghouls + Ghost Swarm). *do the impact wounds count into the Morale test? *in the next turn, the Knights can lose Impact if not activated as first unit. Because they would be lock in melee by opponent unit. *Morale feels tricky because Knights lose vs Ghouls, but win vs GSwarm. And vanilla Knights and Gswarm would make test. Here only Knights. *I need to divide Knights attack into 2x units. Knights do less attack, because they lose the 6-to-hit, weaker attack. *because the front of single unit is divided. two attacking units are not able to land all of their attacks. I would try now to go vanilla, but do simultaneous melee (As per MrCrow).
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Post by andyskinner on Jan 3, 2021 21:18:18 GMT
Vanilla is simplest, but I prefer the above for the over all effects.
I combine all wounds for morale, so you don't win vs one and lose vs another. And I put dice down to remember wounds from Phalanx, Impact, and Furious.
andy
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