AI Rules for Solo-Play, New Army Books Layout, Upcoming Balance Changes and More!

Age of Fantasy, AI Rules, Campaign Rules, Firefight, Full Rulebooks, Game Update, Grimdark Future, Quickplay Armies, Skirmish

Hi everyone,

Today we have a lot of VERY exciting updates for you, which may change how you play OPR games forever. We’ve been working very hard on these things for months, and it’s very satisfying to get them out to you, so let’s go!

AI Rules for Solo-Play

Here’s a scenario you might be familiar with: You’re finally done building and painting your newest models, you’ve built some matching terrain to go with them, you’ve put together an awesome army list to try out a new strategy… and then nobody is available to play. :(

Well that’s something you won’t have to worry about anymore, because today we’re releasing a brand new set of shiny AI Rules for solo-play. :D

The AI Rules are pretty simple to use: before the game you assign each unit a type, be it a melee unit, shooting unit, or a hybrid of both. Then once you are playing you randomly determine which unit activates next, and depending on its unit type you follow a very straight forward decision tree to see what it does next.

For those of you that want to take things one step further the AI Rules also come with guidelines on how to randomly create AI armies, randomly place objectives, randomly deploy AI armies, and details on how to handle terrain, special rules, spell casting, etc.

These rules are perfect to play solo games against the AI, play coop games with multiple players against the AI, play mixed games with teams of players and AI, or even just play games of AI vs AI and watch them fight to the death!

Additionally these rules can serve as a baseline for you to create you own AI rules, come up with narrative scenarios, or do whatever else your heart desires. Hell, you could even write a full single-player campaign using these rules, so the possibilities are endless.

The AI rules are available for both big battle games as well as skirmish games, and we’re going to be refining the over time. Any and all feedback is very welcome here, because we’re sure that some AI moves that make complete sense in our heads won’t make any sense in yours, so let us know where we messed up!

Grimdark-Rebels

Quickplay Armies

Quickplay Armies are pre-made army lists designed to be ready to play out of the box, without the need to count point costs or create your own lists. They are the perfect thing to dip your toes into new armies and see if you like them!

To give you a taste of the new AI Rules we’ve come up with a classic sci-fi battle of soldiers fighting off hordes of zombie-like creatures. This is a GF: Firefight set and we recommend playing a game as the Rebel Guerrillas against the AI first and then playing as the Infected Colonies against the AI second… there’s nothing like seeing a fight from both sides!

This week’s Quickplay Armies: Rebel Guerrillas vs Infected Colonies

Rebel Guerrillas

  • 1x Commander w/ Inspiring, Shotgun & Energy Sword
  • 3x Rebels w/ 1x Minigun & 1x Gun Drone
  • 3x Rebels w/ 1x Plasma Rifle & 1x Gun Drone
  • 1x Chelonian w/ Wrist-Flamer & Wrist-GL

Infected Colonies

  • 1x Monstrous Tyrant
  • 3x Zombies
  • 3x Infected w/ 1x Infected Dog, 1x Pistol & CCW
  • 3x Infected w/ 1x Grenade Launcher
  • 1x Infected Hunter

The Rebel Guerrillas in this set focus on bringing a variety of different ranged weapons and Gun Drone to try and fend off the infected from a distance. The list comes which a Chelonian that can be very deadly up close, whilst the Commander can keep his soldiers in the fight with his Inspiring rule.

The Infected Colonies on the other side focus on a mass of mindless fighters backed up by a brutal Monstrous Tyrant. Whilst the majority of the army is not very strong their numbers shouldn’t be underestimated, and watch out for the Infected Hunter who can pounce at enemies from around corners and take them out in one swipe.

Grimdark-Infected.png

New Army Books Layout

Is it finally time to update our army books with the new look? Yes it definitely is!

Over the next months we’re going to be updating all of our existing army books to a new layout, which should make them look a lot better than what we have now. You can expect each army book to come with a cool thematic illustration, a clean and pretty font, as well as some stylish page borders.

We’d love to show you a preview of what they’ll look like, but due to some last minute changes we can’t. The only thing we can say is that we’re going to keep the current format, so each army should still be on just 1-2 pages as they are now.

Because there are a grand total of 86 files to be updated we won’t be able to do it all at once, so instead we’re going to be gradually releasing the new look as we go. Don’t worry though, all armies are going to continue to be available, so if your army is at the bottom of the list you’re not going to be left out whilst we do this.

Below you can see the order we’re going to be tackle the armies in. This is going to be done in 4 waves, each one updating about 20 files. If everything goes according to plan I will release a new wave every 2 weeks, else I will release a new wave every 4 weeks.

Grimdark Future

Wave 1 – Battle Brothers & Detachments, Orc Marauders, Human Defense Force, Alien Hives, TAO Coalition

Wave 2 – Havoc Brothers & Disciples, Robot Legions, Battle Sisters, Dwarf Guilds, Mercenaries

Wave 3 – Soul-Snatchers, Titan Lords, High Elf Fleets, Wormhole Daemons, Machine Cult

Wave 4 – Ratmen Clans, Dark Elf Raiders, Infected Colonies, Rebel Guerrillas, Gangs of Hive City

Age of Fantasy

Wave 1 – Dwarves, Vampiric Undead, Mummified Undead, Humans, Orcs, Goblins

Wave 2 – Chivalrous Kingdoms, Ratmen, High Elves, Havoc Warriors & Disciples, Beastmen

Wave 3 – Wood Elves,  Saurians, Dark Elves, Ogres, Rift Daemons

Wave 4 – Eternal Wardens, Kingdom of Angels, Deep-Sea Elves, Ghostly Undead, Worshippers of the Spire

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Upcoming Balance Changes

Since we’re going to have to touch up every single army in the game anyway we’re going to be taking this opportunity to make some balance changes to the game.

We’re not going to go into too much detail yet, that is something we’ll reserve for future weekly news posts, but you should know that we’re going to be reviewing every single unit and army to see if they need a re-balancing. If you felt like your army was lacking in some oomph you’ll probably get it with these changes. :)

The changes that are coming aren’t going to be too big, as this is not a switch to 3rd edition, but they’re going to be significant enough that you’re going to feel a difference.

The biggest things that you can expect are some much needed reviews of weapon upgrade lists to give units more tools to work with, a complete overhaul of all spell lists to make them more balanced and consistent, and overall a lot of standardization across the board to make units feel appropriate for their type.

Note that also these changes are all going to be points balanced with the current armies, so just because your army will be updated on wave 4 doesn’t mean that suddenly it’s not viable anymore or that you will be at a disadvantage.

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Game Updates & Patch Notes

Finally let’s get to this month’s big game updates!

As always there’s a ton of stuff here, so let me just highlight the most important changes:

  • Psychics and Wizards can now either cast a spell or block a spell each round, and we’ve modified the way blocking works so that level 3 casters have a better chance at blocking than level 1 casters
  • In skirmish games we clarified that when splitting melee attacks between multiple models they all get to strike back
  • Also in skirmish rout tests are now taken at the end of the round, this way special rules that affect morale until the end of the round still apply
  • Another skirmish one, when units with Tough(X) are stunned but haven’t taken at least X wounds yet, shooting hits and charges won’t instantly kill them, but instead they will take an additional wound
  • For supporters on Patreon, the Command & Control rules from the Full Rulebooks have been re-worked to be clearer

Alright that’s enough, now to the full patch notes:

General

  • Clarified that markers become neutral if both players are seizing them at the end of the round
  • Modified the Psychic/Wizard rules so that they can either cast or block a spell each round, and they must roll higher than the caster to block

Firefight & Skirmish

  • Clarified that when attacking multiple units in melee they all get to strike back
  • Rout Tests are now taken at the end of he round
  • Clarified that Blast weapons now spread hits among targets within 3″
  • Flying units may now jump gaps without having to roll for it
  • Tough units that take hits or are charged whilst Stunned take 1 wound instead of being Knocked Out, unless they already have X wounds
  • Damage from Falling was re-worked to affect high defense units more

Campaign Rules

  • Clarified the Suppressor hero specialization trait
  • Heroes become 5pts more expensive for each specialization trait they get

Full Rulebooks

  • Re-worked the Command & Control rules to be clearer

Grimdark Future

Alien Hives

  • Added new unit: Massive Spore
  • Re-worked the Explosive Head rule so that all types of spores can’t be pinned anymore
  • Increased the Blast value of Spore Mortars for consistency
  • Invasion Spores can now be upgraded to spit spores

Battle Brothers

  • Fixed cost of Raven Heavy Gunship

Havoc Brothers

  • Fixed Infernal Brutes upgrades list

Havoc Brother Disciples

  • Added new unit: Greater Lord of Change
  • Fixed the Plague Flail upgrade for the Plague Destroyers

High Elf Fleets

  • The Seer Council doesn’t count as a hero anymore
  • Re-worked the Wraith Titan’s upgrade list

Human Defense Force

  • Re-worked the Executioner special rule (Firefight)

Machine Cult

  • Added new unit: Machine Deacon
  • Modified EMP rule to be more consistent

Mercenaries – Elven Jesters

  • Fixed upgrade table C
  • Modified EMP rule to be more consistent

Mercenaries – Feudal Guard

  • Added new unit: Feudal Cavalry
  • Added new weapon options to most units
  • Generals and Champions can now take Honor Doctrine
  • Feudal Elites now have Honor Doctrine as an option instead of a must

Orc Marauders

  • Added new unit: Goblin Tank

Robot Legions

  • The Nanobot Wraith-Shard’s Spirit Attack now has +4 attacks and -1 AP
  • Spider Robots now have +2 attacks, -6 tough and more upgrade options

Soul-Snatchers

  • Fixed some typos

TAO Coalition

  • Lowered cost of Missile Pod in upgrade list A to 20pts

Age of Fantasy

Goblins

  • Re-worked the Surprise! special rule to work better in AoFS

Humans

  • Fixed upgrade list for Wizards

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That’s it folks, once again a huge update for you, hope you all enjoyed it. :D

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum – Discord – Newsletter

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New Armies, Game Updates, Battle Report & Much More!

Age of Fantasy, Battle Report, Firefight, Full Rulebooks, Game Update, Grimdark Future, Skirmish

Hey everyone,

Today we’re bringing you an update that is so HUGE we had to split it into 6 different sections so that you can digest it better. Truly there’s something for everyone in this update so we hope you all enjoy what we got for you!

We are going to try and be as concise as possible, but no matter what this is going to turn out to be a massive read, so strap yourself in for a wild ride.

The update is divided into these sections:

  1. Grimdark Future Battle Report
  2. How does OPR work?
  3. General rules updates
  4. Full Rulebook updates
  5. New factions for Grimdark Future
  6. Army updates for all games

1. GRIMDARK FUTURE BATTLE REPORT

Let’s start this off with a bang!

Wyloch’s Armory posted another exellent battle report on Youtube showing a re-match between Battle Brothers and Wormhole Daemons. There have been a lot of updates for the daemons since the last time they squared off, so tune in to see if this time around they can come out on top…

2. HOW DOES OPR WORK?

Since the release of the updated Full Rulebooks the project has grown a lot, so first off I’d like to welcome everyone that’s new on board! :)

Just looking at the Patreon stats alone you can see that the number of supporters has grown exponentially (by 72.6% over the past 3 months), which is really great and gives us an extra boost to work on the project.

patreon growth

This is what we call awesome!

Now, having a lot of new people also means that there are a lot of questions and doubts about how exactly OPR works, and who can blame them for it? We never really formally explained how the project works and just assumed people would figure it out, so of course they are confused.

In order to mitigate this we have updated all of the game pages on the website to contain a short description of how OPR works so that people know what they’re getting into.

Anyway, here it is for your enjoyment:

OPR is a project made by gamers for gamers and it can only exist thanks to the generous support of our awesome community. All of our core games are free, we provide weekly updates on what’s new and we post monthly releases for major game updates.

Players can donate on Patreon to get access to a lot of extra content such as full rulebooks & point calculatorsexclusive weekly updatesearly access to wip files and more. If you’d like to support the continued development of our games please consider donating to us on Patreon. Thanks!

3. GENERAL RULES UPDATES

For the general rules we have 2 major changes and 1 minor change.

Major Change 1 – In Grimdark Future/Age of Fantasy units that are Pinned/Wavering now automatically fail morale tests. What this means is that now you can do killer-combos by Pinning/Wavering units with shooting and then charging into melee for an easy kill. This change adds a new interplay between shooting and melee and we can’t wait to see players take full advantage of this to crush their opponents.

Major Change 2 – In Firefight/Skirmish models now accumulate wounds which makes them likelier to be Knocked Out and models that are Stunned don’t immediately count as activated anymore. What this means is that now units will be easier to kill over time so it’s less likely to have “unkillable” enemies. The change to the Stunned rules on the other hand make the rule more uniform with the large-battle games and also makes it so that units aren’t out of the match of too long.

Minor Change – Poison now deals +2 hits instead of just +1 hit. Whilst going over the Point Calculator we noticed that Poison was overcosted for what it did and lacked some of that oomph we look for in our special rules. If you have units with Poison in your army I’m sure you’re going to appreciate this change. ;)

Grimdark Future & Age of Fantasy

  • Re-written the morale test section to make it clearer
  • Pinned/Wavering units now automatically fail morale tests
  • Poison now deals +2 hits instead of just +1 hit

Firefight & Skirmish

  • Models now accumulate wounds which make them easier to be KO’d over time
  • Stunned models don’t immediately count as activated anymore

 

Grimdark-Robots.png

4. FULL RULEBOOK UPDATES

This one is more for our Patreon supporters, but we thought we’d put it in here just so you guys know that the Full Rulebooks aren’t stagnant.

I’m not going to go too deep into them, but mostly these are small adjustments to make the advanced rules more balanced, as well as clarifying what might’ve been a little unclear.

If you aren’t supporting out Patreon yet definitely give it a look, we add a ton of extra content there that you don’t wanna miss out on: patreon.com/onepagerules

Full Rulebooks

  • Immobilized results now give -2″/-4″ movement
  • Take Aim has been re-named to Aimed Fire
  • Clarified that Heavy Charge has a max. charge move of 6″
  • Heroic Inspiration now has a range of 12″

Fantasy-Humans

5. NEW FACTIONS FOR GRIMDARK FUTURE

These 2 new armies are straight out of the community survey, as they are some of the most requested things for Grimdark Future for a long time now. We’re happy to finally introduce to you the Infected Colonies and Rebel Guerrillas.

Infected Colonies are typically human settlements that have been infected by a mysterious virus which mutates them into blood-hungry warriors. Those that have been infected are categorized into different stages, with each stage having a different effect on the mutated subject.

Rebel Guerrillas are freedom fighters that can be found everywhere throughout the Sirius sector. These bands of warriors usually consist of rebels from all races and species, which have banded together to fight against their oppressors.

Both of these armies are very thematic and fun to play, and you can use models from all manufacturers for them:

  • Infected Colonies lend themselves well for conversions since you can take regular soldiers and make them look diseased with greenstuff.
  • Rebel Guerrillas are great to pick models from different collections and band them together into a cohesive force (a uniform paint scheme definitely helps).

Grimdark-Detachments

6. ARMY UPDATES FOR ALL GAMES

Finally we come to probably the biggest part of the update (as if what we’ve shown so far wasn’t big enough), which is the army updates for all games.

I’m going to try and keep this one short because I’ve already dragged on for too long, so here’s just a few highlights.

New Vehicles for Prime Brothers & Machine Cult – With many people ramping up their collections lately (huh, wonder why), we decided to add a couple more vehicles to help you out in massive battles. We’ve also given Titan Lords some new fancy upgrades btw.

Undead armies split into 3 factions – In order to reduce the amount of page flipping that comes from having different types of undead of different pages we decided to split the Undead up. All units are still there and we’ve actually re-vamped the Ghostly Undead with a lot of new special rules.

Grimdark Future

Prime Brothers

  • Added new unit: Heavy Anti-Grav Tank

High Elf Fleets

  • Fixed a typo in the Dragon Warriors upgrade list

Human Defense Force

  • Clarified that the Commander rule can’t be chained together

Machine Cult

  • Added new units: Landing Craft and Attack Craft

Ratmen Clans

  • Added new hero special rules to add more flavor

Robot Warriors

  • Flux now deals +3 hits instead of just +2 hits

Soul-Snatchers

  • Clarified that the Commander rule can’t be chained together

TAO Coalition

  • Added more upgrades for the Grunt Captain

Titan Lords

  • All units can now be upgraded with Extra Armor or Power Shields

Wormhole Daemons

  • Fixed the Chompion of War’s Throne of Blood upgrade

Age of Fantasy

Eternal Wardens

  • Sequitur Squads can now be upgraded with Greatmaces

Goblins

  • Fixed Cave-Beast Herds not having the Boing special rule
  • Fixed point cost of Mountain Trolls (Skirmish)

Havoc Warriors

  • Fixed point cost of Ogres, Havoc Trolls and Drake Centaurs (Skirmish)

Ratmen

  • Poison Grenadiers can now shoot even after using Rush actions and don’t get -1 for firing Indirect shots

Rift Daemons

  • Fixed the Chompion of War’s Throne of Blood upgrade
  • Re-worked the Putrefaction spell

Saruians

  • Frog Mages now have Quality 3+

Undead

  • Army was split into three: Vampiric Undead, Mummified Undead, Ghostly Undead
  • Added the Command Group specail rule for the Ghost King (Skirmish)
  • Re-wrote the Undead rule slightly for clarification
  • Re-worked units of the Ghostly Undead: Ghost King, Grieving Queen, Ghost Reapers, Ghost Revenants, Mourning Banshees, Dread Knights

Wood Elves

  • Fixed point cost of Tree Revenants (Skirmish)

Fantasy-Undead-2

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Hope you enjoyed everything we had to offer this week, we’ll be hitting you up next week with something special! :)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum

preview-grimdark-future-2

Full Rulebooks & More

Age of Fantasy, Firefight, Full Rulebooks, Game Update, Grimdark Future, Skirmish

Hi everyone,

Today we are very excited to make the new look of our games public!

This is something that we’ve been planning and working on for a very long time, and it’s amazing that we can finally show you all of these awesome new things.

Over the past couple months we have been working with Brandon Gillam on completely overhauling the look of our games with his awesome style.

Check out his artwork and other projects here: https://www.runehammer.online/

Full Rulebooks

Like we mentioned we have been putting a ton of work into the Full Rulebooks, updating everything from the cover art to their overall design as well as adding a ton of new rules sections for you to enhance your games.

The first thing you will probably notice is the awesome new cover art, showing off a Battle Brother in the midst of a bloody planetary battle and a Humand and an Elf fighting bloody last stand against a swarm of Saurians.

 

On the inside of the books you are going to now find a ton of awesome illustrations that take you further into the world of our games, as well as a much more polished look with thematic fonts, background textures and border illustrations.

 

Additionally we have been working really hard at re-writing the books so that they are more understandable, separating things into clearly defined chapters, improved our example diagrams and overall polished everything we could.

 

After we overhauled the whole look of our rulebooks we thought that that was not enough value for our players, and so we went ahead and we added a TON of new advanced rules sections. These extra sections are written in a modular way, so that you can mix and match them as you want in order to get exactly the type of experience you are looking for from our games.

Here a full list of all the new advanced rules sections we added:

  • Fog of War – Rules that add an element of uncertainty to your games by affecting how units are deployed and activated, as well as the overall game length.
  • Command & Control – Rules that add a new layer of strategy as each player has to use his commanders to activate units in the chaos of battle.
  • Suppression / Fatigue – Rules that add realism and grit to the game as units suffer suppression and fatigue through extended combat which affects how they behave.
  • Advanced Damage – Rules that make the game even faster and deadlier by adding unit attrition from morale loss as well as critical hits on vehicles and monsters.
  • Advanced Actions – Rules for 5 new actions that units can use when activated: Hunker Down, Defensive Stance, Aimed Fire, Heavy Charge, Overwatch.
  • Small-Scale Games – Rules to play the games with smaller scale models (6mm/10mm/15mm) or with movement trays and diorama bases.

We hope that all of this new stuff is as exciting for you as it is for us, and that it will help you make your evenings and weekends playing miniature wargames even more fun. :)

If you would like to have a preview of the Full Rulebooks you can check out the Basic Rulebooks which are found on the main game pages. If you would like to have access to the full rulebooks instead you will need to support us on Patreon at Tier 2 or above.

Core Rules Updates

On top of all of the hard work we put into updating all of our rulebooks we have also been working on the actual game rules. This latest patch serves to address some of the biggest issues with some of the available special rules, as well as with heroes.

The Ambush, Scout and Transport rules were very good for shooty units so far, but not very good for melee units. In order to give melee units a fair match up we have updated these special rules so that units have a  better chance at actually getting into melee before the enemy can shoot them to bits.

The Morale Test and Hero rules have been slightly updated in order to give heroes a more worthy role on the battlefield, by allowing units that they joined to take morale tests using the hero’s quality value instead of their own. We think that this feels a lot more thematic and will make your heroes feel even more heroic.

Here the full changes:

  • Morale Tests: clarified that tough value is used only for single model units when determining if the unit must take a morale test from suffering wounds
  • Ambush: minimum distance from enemies lowered to 9″ (instead of 12″)
  • Hero: units now use the hero’s quality value for morale tests
  •  Indirect: shooting units now get -1 to hit instead of treating the target as in cover
  •  Rending: to hit rolls of 6 now also ignore regeneration
  • Scout: are now deployed within 24″ of the player’s table edge
  • Transport: units may now use any action to disembark but move only by up to 6″

Unit Updates

For those of you that missed last week’s update we have also patched a lot of armies, adding new units, adding more upgrades, fixing point costs, etc.

You can find the full changes here: https://wp.me/p4zqe1-zg

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That’s it for today, we hope you enjoyed all of these new changes!

In the future we are going to be working on updating the look of our army books as well as adding even more ways for you to play the games, but we’ll be discussing that when the times comes.

Cheers,

Gaetano

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