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Post by MrCrow on Feb 14, 2021 20:54:20 GMT
Hello! For quite sometime now I’ve been working on a fan expansion for Age of Fantasy: Regiments. Though I liked the base game I wanted to add more elements from an older fantasy rank and flank game I used to play. So here we are, almost a year later and it’s finally done!
Current version: 1.4
The Lost World
I’ve purposely made each rule it’s own page to allow players to print only the rules they wish to use. Feel free to even use only parts of the rule! It’s your game, these are more of a guide than strict doctrine. Like duels but don’t like being punished for denying them? Cross that section out. Does the backstory for your Goblin army have a Giant as its leader? Go ahead and make him your General even though he doesn’t have the Hero special rule. As long as you and your opponent are having fun, that’s all that matters! To all you Age of Fantasy players who are thinking, “This seems neat but I don’t play Regiments!” Don’t worry! These rules can be used in your games as well! I’d recommend ignoring the rules for flanking bonuses, and Large Units. As for elevation bonus, I’d suggest that the majority of the models in combat must be higher than their opponent. For Duels perhaps require both heroes to be within 3” to be able to issue a challenge. I sincerely hope you enjoy this little expansion of mine. If you like it, let me know! I’d love to hear; what you enjoyed, what you didn’t enjoy, what alterations you’ve made, ect. Most importantly if you have any questions, please post them here so I can answer them for all to see. Have fun and happy gaming!
EDIT 15/02/2021: As Lagi pointed out, the costs of Magic Items (especially Artifacts) might seem a bit strange. All Magic Weapons where calculated as if the wielder had QUE +3. All Magic Artifacts where given an additional 5pts to their cost. The reason for this, I felt units that do not naturally have these abilities should pay a +5pts premium while units who already have access to them should get them at their natural cost. If you want to ignore this, reduce the cost of all Magic Artifacts by -5pts. Also added the current document version in the legal page
EDIT 25/05/2021: The first update for The Lost World is live! Here is a list of the changes that this brings: - Added Tyria to the copyright
- Ruler of the dead (page 7) has been changed to not be a copy of Necromantic Banner. Now you reroll 1-2s when rolling for Undead. This may sound overpowered but remember, if the general is killed, all units within 12" test for Panic! In this case that means all undead units have to roll for Undead. Kill the general and watch your opponents army start to crumble.
- Small Updated to Large Units. Only units that have Tough(6) before upgrades are considered Large Units. Now a Tough(3) Hero only counts as a Large Unit if their mount gives them Tough(+6) or more. That means mounts that grant Tough(+3) no longer cause your Heroes to become Large Units.
- Fixed a few spelling mistakes and grammatical errors.
- Special thanks to kphan1212 for pointing out White Magic was missing it's lore blurb. This has been fixed.
- Changed the name of the Yellow spell Soften Blades to Dull blades. Same effect/casting value, just a more suitable name.
- Better explained that Heroes are considered a separate unit for the sake of calculating victory points.
EDIT 01/06/2021 Well this came sooner than expected. I'll admit, when play testing, not many units had abilities that could target specific models. Now with the new Takedown special rule, this had to be addressed when it comes to Watch Out Sir!. Especially when you consider Change Rift Daemons very powerful Symbol of Change ability.
- Watch Out Sir! now triggers whenever a spell, an ability, or an attack of any kind targets a Hero that is apart of unit.
EDIT 13/06/2021 Just a tiny update. Updateded the Lore of Purple Magic and buffed the Berserker's Axe.
- Berserker's Axe increased to AP(2). While playing last weekend I noticed that the Berserker's Axe was pretty useless compared to the Tyrant's Bane on top of being more expensive. It should give more bang for it's buck now.
- Small change to the Lore of Purple. Atrophy now causes target enemy unit within 6” takes 1 automatic hit per model. Felt this was more appropriate for the incredibly deadly but incredibly short range spell lore.
EDIT 14/08/2021 Another small update that includes a rule I've been meaning to add for awhile. Also a rewording to the Magical Items section. - Added the rule, Expendable to Panic!. This should make Que 6+ Def 6+ units more viable and not cause havoc for your army when they are inevitably destroyed.
- Reworded the Names and Descriptions section of Magical Items. This should allow more freedom when modeling magic items.
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Post by Lagi on Feb 15, 2021 10:04:34 GMT
excellent quality! lots of great ideas. Melee results very interesting, lone survivors? I always want to simulate the Last Man standing, as new born (or hidden) hero. Master of the undead - what you measn cause by Undead? if i fighting other undeads, the enemy undead is dealing 1 wound less to me? what is the logic behind it? thanks a lot. Magic colors are interesting, just briefly check whats inside. The magic items, seems ... out of balance sometime... f.ex. Eldritch tome +1 to casting for 20p, while magic upgrade in army books cost +15. Hmmm... i might be wrong here. Will post later. edit: you could break the monochrome of your document with some color
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Post by MrCrow on Feb 15, 2021 19:06:03 GMT
Thank you for your feedback!
When an undead unit makes a moral check, they auto pass and then roll a number of D6 for every model in the unit. Every roll of a 1 results in a wound. Masters of the Undead means you ignore the first roll of a "1." Example: Your unit of 17 skeletons have to make a moral check. They auto pass then you roll 17D6. You get three rolls of 1 so you would take 3 wounds. If your Undead General was within 12" you would ignore one of those rolls of 1 thus only losing 2 skeletons.
The reason I gave Undead armies this is because the ability to use the Generals QUE for moral or rerolling moral because of an Army Standard doesn't mean a whole lot when Undead already pass moral checks.  After thinking about it though, you make a point. I should state that it only effects friendly undead units. I've updated the wording! Woops! I forgot to mention that the points for Magic Artifacts have an extra +5pts so units who naturally have these abilitys get them cheaper. If you are not a fan, simply reduce the cost of all Magic Artifacts by -5pts. As for magic Weapons, they are all calculated as if the wielder had QUA +3.  I'll update the main post with this info.
The white background is a bit jarring but unfortunately the stock images I used all have white backgrounds. I do know there are art programs that can get rid of that and I do plan on looking into it when I get the chance. I was thinking of a nice light tan/yellow.
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Post by Lagi on Feb 15, 2021 21:33:28 GMT
Lone survivor - im disappointed by this rule. I hope the last man would become Hero, dont know gain 3 attacks at least, not some pity free pivot. What you suppose to do with this one pathetic man? its just a waste of activation. I would like to kill him, in case of starting the next round first. [just realise i alwayse use multibase, so in standard tray of 20x minis its quite normal to left with 1 dude]
Melee results - concept great on its own. Very sensible to boost the Combat result. HOWEVER... in OPR if you are flanked you do not strike back. So basically this bonus is redundant because its very unlikely to lose the melee result against opponents who cannot score anything at all. Ok, ok... so difference between 0 and +1 maybe has some sens, if you charge with weak unit a strong one, dont kill anyone... and then this +1 is important to rout some tough target. But flank and rear difference? To compensate targets rows? Im not conviced. this rule would be tons more better, if the flanked unit could strike back.
Panic - ok sensible, WHM copy. Great. My complain is... if you start losing, this create snowball effect, of losing even more. Maybe realistic, not great as a gameplay feature.
Watchout Sir - i think its good one, if someone want to complicate game more. It annoyed me when someone snipe my Hero feels cheap. On the other hand Hero in unit is protected very well, its the best way to give him +20 HP. Much more cheap are kills with Deadly skill, for out of unit Heros.
Generals, King fallen, Army Standard ... classic
Master of the undead - very good. Yes the wording is strange, should be mention its to cancel the Undead failed Morale check.
Duels are a fine rule. If my hero is riding a monster, he participate on foot in duel i guess - which is great a option, to switch off the mount.
Reserves - seems interesting for the twirl. If you introduce unit after, it may be advantage to counter particular unit position.
Large units - make sens, its more mass behind beast. Its like equivalent of infantry rows.
Magic items - there could be more stuff that grand D6 stat f.ex. Deadly(D3). Its less funny to make more rolls with core units, but here for Heros we could go for 1x extra roll.
very nice thought out items, seems quite balanced. I like f.ex. the bonus to dispels only. Only Singal Horn, who allow for great suprise!
Ring of Invisibility is ... meh. its only -1 be shoot. its not really sneaking.
Spells are nice - i like the list of spells. Could be some spells that affect all units on battlefield. F.ex. heavy wind(blue). For each caster I can take separate spell list? Well that complicate the game. Green magic is most interesting.
Interesting battle scenarios (for me enough fun are pitched battles, maybe i start placing objectives).
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Sir, you have excellent knowledge about what make a good ruleset. Too bad you are constrains with the OPR rules.
================ about the magic item point cost edit: hey! it make totally sens now! you pay more, because it is expected that you boost your Wizard to the max already. Otherwise its just a noob trap, to take Eldrtich tome without Wizardry upgrade before.
I think its fair, its not a point to create more exceptions, trying to square the circle is not worth it (literally benefit of +1 is geometrical (2+ is 100x better than 5+), while the cost is linear). WE WANT SIMPLE RULE SETS.
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Post by MrCrow on Feb 16, 2021 1:01:45 GMT
Seams like an interesting concept and could be a fun story moment for a campaign. Could be something fun to add to your games!
Lone Survivor is mainly there to explain what happens if a multiple model unit is reduced to 1 model. I was afraid that people might think they still walk like a regiment even though they are the only person left.
Regarding flank bonuses, in the many games I've played smaller units have performed very poorly compared to large units with musicians and standard bearers. even when flanking they have a tendency to lose melees and route despite killing more people. This is also why I added Large Units gaining bonus to melee because monsters still usually lost just by shear numbers of the enemy. Also I'll admit I like games that put an emphasis on careful maneuvering and positioning. Feel free to ignore that rule if you don't like it, lol! This also goes back to me preferring to reward careful positioning over just a mosh pit in the middle of the board. You'll have to keep your General and Army Standard near by to keep the main force in the fight. If you do find this leads to too many snowball effects I'd recommend ignoring that rule entirely.
I'll admit, once my all Goblin army starts running it's usually all over but the crying. Hey, I play them when I want to have fun, not when I want to win, lol! The Hero would still be on their mount when fighting and the mount would also attack. Granted if you and your opponent wish to play that way that could lead to some cool thematic moments! I'll admit this is probably one of weaker magic items but I just couldn't resist making a Lord of the Rings joke in the description. Could be handy for a lone hero though to help prevent them from being shot to death.
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Post by kphan1212 on Feb 16, 2021 2:27:23 GMT
Hey, I've been reading your document and I really like what I'm seeing. I noticed that flanking gives bonuses to determining the winner in a melee. Does that mean that you are allowed to strike back when being flanked using this expansion? Or its per the core rules and you don't get to attack back at all?
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Post by MrCrow on Feb 16, 2021 7:08:34 GMT
Hey, I've been reading your document and I really like what I'm seeing. I noticed that flanking gives bonuses to determining the winner in a melee. Does that mean that you are allowed to strike back when being flanked using this expansion? Or its per the core rules and you don't get to attack back at all? Per the core rules, so you still can't strike back.  My main reason for adding it more often than not smaller elite units and some monsters where still losing melees since the enemy outnumbered them and if they had musicians and standard bearers there was no hope. Granted, though I've played many games using this rule, this is still just from my groups experience. Though all the rules are optional, flanking and Panic! are probably the rules I would say are the most down to personal taste.
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Post by Lagi on Mar 19, 2021 17:06:10 GMT
very interesting rules. I discover something everytime i read it. It also have a lot of sense: "lead armor" reduce target move range / warped perception reduce shoot range - excellent. The background to rules are just pleasure to read. item that allow you to roll for more attacks if you roll 6 - brilliant rule discovery.
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Post by kphan1212 on May 17, 2021 22:00:39 GMT
I've been using your houserules for my games and it's been great! Though I've noticed a minor mistake in pg 16, there's a little blurb for every lore of magic except for white magic, it just ends at yellow.
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Post by MrCrow on May 18, 2021 5:04:54 GMT
I've been using your houserules for my games and it's been great! Though I've noticed a minor mistake in pg 16, there's a little blurb for every lore of magic except for white magic, it just ends at yellow. Thank you so much! That actually really means a lot to me. I checked and I can't believe I missed that. I think have an idea of what happened. Every time Google Docs would convert it to PDF. it seemed to break something else. That page in particular caused many issues and I must have missed that. I also found a few spelling and grammatical mistakes so I'll have to give the book a tune up.
Thank you for bringing this to my attention, I'll take care of it soon.
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Post by MrCrow on May 28, 2021 8:22:01 GMT
The first update for The Lost World is now live! This brings us to 1.1! A few changes have been made here and there, check out the original post for the change log. This isn't the only change coming to The Lost World. I have plans to for a new rule regarding casting magic...I'll say this much; if the mage tries to cast a spell and you see sparks appearing, you might want to keep your distance.
As always, thank you so much to any and all who have took the time to read my little expansion. I hope it brings hours of enjoyment to your games!
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Post by kphan1212 on Jun 2, 2021 2:22:20 GMT
Hey, a situation came up during a game recently where I used the Watch out, Sir! rule against a Dark Elf Assassin's Takedown. Was that the right call? The rule specifies that it only blocks ranged attacks and spells, and the takedown special rule seems like a melee attack. What's your take on it? Thanks!
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Post by MrCrow on Jun 2, 2021 4:37:24 GMT
Hey, a situation came up during a game recently where I used the Watch out, Sir! rule against a Dark Elf Assassin's Takedown. Was that the right call? The rule specifies that it only blocks ranged attacks and spells, and the takedown special rule seems like a melee attack. What's your take on it? Thanks! Hmm...I'll admit I kind of forgot a couple of unit abilities target specific models. Especially with Takedown being added into the game this is going to be more prevalent. I'm really torn on this one. On one hand the entire point of an assassin is to kill their target, but on the other hand one could argue that the Heroe's bodyguards would still try and sacrifice themselves. Even then it's only on a 4+ so there's still a fair chance that the Hero could be one shot. Then you run into the problem with Change Rift Daemons Symbol of Change. For 35pts a Greater Daemon of Change can on a 2+ cause an auto AP(4) Deadly(3) hit on a target model within 18". Even in standard AoF:R that fact that it's not a unit but an actual model of your choice every time you activate is really overpowered. Just target the General and watch as you cause Panic! to all enemy models in 12" of their now very dead leader. At least with WoS! they have a 50/50 chance of not being vaporized.
Ok after typing this all out, I think I've come to a conclusion. I'll update it to any attack, spell or ability that targets a Hero that is apart of a unit triggers Watch Out Sir! It's only on a 4+ that it works and a lot of target attacks can easily one shot a Hero so if WoS! fails it's probably game over for the Hero. Because these rules are modular, if someone feels that nerfs Assassin's they can always house rule it doesn't stop Takedown or abilities in general.
Guess we are going to v1.2 a bit faster than I thought, lol!
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Post by MrCrow on Jun 14, 2021 1:20:56 GMT
Update 1.3 is live! Very small update this time. Soon I'll start work on the magical mishap update which should be bit more of a substantial update.
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Post by MrCrow on Aug 15, 2021 2:58:14 GMT
Update 1.4 has been released! Another small update that includes a rule I've been meaning to add for some time.
I also wanted to give a quick message about the future of this project. As I'm sure most of you are aware, GF is currently beta testing 2.50 rules for an eventual 3rd edition. The same will be happening to AoF in the future. I have always been a wait and see kind of person, especially with new editions to games. Unfortunately from what I have seen of the beta armies and the direction OPR is taking I am not personally a fan. I will still wait and see what becomes of it when it is all said and done but as of right now I don't think it's right for me. This is in no way meant to be a criticism or insult to OPR or Gaetano. It's his game and he is more than free to make any changes he deems fit. It's inevitable every time a game makes major changes that it will lose some players as well as gain new ones. Just the natural ebb and flow of gaming. Until 3rd edition drops I'll just stick to a pre 2.50 with a few house rules version of OPR. I've greatly enjoyed this game and will continue to do so. Thank you so much Gaetano for making OPR and allowing me to make a fan expansion to really make a game my friends and I can enjoy! I wish you nothing but continued success and I'll gladly check out 3rd edition when that is released.
SO what does this mean for The Lost World? Well some of you might have already noticed the Whats to Come section is missing from the OP. The game is going on hiatus. Part of the reason is I want to wait and see what 3rd edition changes before adapting more rules. I've greatly enjoyed working on this project and I might still make the odd addition here or there. Also, I'm not really sure what else I would add. I've still thought about adding Miss Casts for spell casters as well as army specific rules to make them act more like their "currently out of print but coming back eventually game" counterparts. We'll see!
It's been a fun journey and I want to say from the bottom of my heart, Thank you! Truly, thank you to anyone and everyone who used some or even all of the rules I've put in this little expansion. I hope they've given you as much enjoyment as I have gotten out of them.
Happy gaming, James "Mr. Crow" Johnson.
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