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?)