Introducing Firefight & Skirmish

General Update

Hey again,

In our last two updates we focused on our large-battle games, so now it’s time to focus on our smaller skirmish games. Because both games run on essentially the same engine we are just going to make one post discussing what has changed in both of them.

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What has changed?

As we already discussed in our last two posts the biggest change is the move from just having Quality to having Quality & Defense. We won’t bore you with the details again, but in case you missed our post talking about it you can go and check it out here.

Moving on there were two major things that we wanted to address in our skirmish games: hero abilities and morale tests.

In our old editions heroes had abilities that affected all friendly units within 3″, which led to a lot of confusion. It was unclear for example if you got a buff as you started activating within that zone, or if you got it as you moved into that zone. There were also a couple of instances where abilities didn’t really make sense following these restrictions.

In order to address that you now pick one unit within 3″ when the hero is activated, and the ability affects that unit until the end of the round. This way it’s easier to track which unit is affected by what, and you should be able to use your heroes more effectively.

The other thing that didn’t work as well as we wanted it to were morale tests and army routing. A lot of times it was unclear what happened when a special rule required you to take a morale test, and it felt very unfair that your entire army would rout based on a single failed roll.

In order to address this we now specify what happens when you fail a morale test in the morale section (unit gets -1 in melee and must spend it’s next activation idle). The rout test also works a little differently now: each model takes a morale test, and models rout individually. This way you don’t see entire armies fleeing at once, but single models running away as morale crumbles.

Other changes

Apart from those two things we also have a lot of smaller changes here and there, which you can see on this list:

  • The hero limit has changed to 1 hero for every 450pts.
  • All missions are objective based.
  • In units with multiple models they all have to be within 3″ of each other.
  • Heroes now allow friendly units within 6″ to re-roll results of 1 on rout tests.
  • All units are considered to be Infantry regardless of their model.
  • Weapon stats are now shown directly on the army page.

Campaign play

One of the coolest things about our skirmish games was that they each came with campaign rules to play interconnected missions with an epic narrative. Unfortunately we still haven’t had the time to re-work those for the new edition, so they are gone for now.

But don’t worry, as soon as we have time we will re-introduce campaigns into the game so that everyone can experience the madness! :)

That’s it… for now

With this post we have covered the main changes for our core games. Next time we will talk about our newest game Double Tap and what awaits us in the future…

Cheers,

Gaetano

Introducing Age of Fantasy

General Update

Hi everyone,

So yesterday we introduced the changes to Grimdark Future, today we are bringing you a little update on what has changed of Age of Fantasy.

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The Age of Fantasy

Age of Fantasy is the latest edition of our fantasy wargame, coming in two versions now:

  • Age of Fantasy – played with miniatures on round bases
  • Age of Fantasy: Regiments – played with miniatures movement trays

In order to make playing both versions as smooth as possible we have re-worked the balance of the armies so that the army lists are compatible with either. Additionally we have brought some more changes.

What has changed?

The biggest change is something we spoke about already yesterday, and that is the move from a single stat (Quality) to two stats (Quality & Defense). This change allows you to add more depth to the game without increasing complexity, and should allow us to make more interesting units in the future.

That’s probably the biggest thing you’ll have to get used to when playing both of these games, but there’s more. So onto the rest of the updates.

For Age of Fantasy, there isn’t much to say because we didn’t really have an equivalent game before. So I would recommend just trying it out, it’s Grimdark Future but fantasy.

For Age of Fantasy: Regiments here are the changes:

  • The unit type limits have been changed to 1 monster/chariot/artillery for every 250pts and 1 hero for every 500pts.
  • Players can only deploy across the long table edges.
  • All missions are objective based.
  • The game sequence has changed as is now alternating activations instead of alternating phases. We liked the phases system but it created too many issues and was overall too complex, so we cut it.
  • Unit speeds have been buffed a little to make the game a bit faster.
  • You don’t get a bonus to your melee results for charging a unit in the flank/rear, instead the bonus is inherent: units can only attack in their front facing, so if you charge a unit in its flank/rear you don’t get return strikes.
  • Heroes can join any infantry unit now, not only ones of same quality.
  • Weapon stats are now shown directly on the army page.
  • Spears now get the Phalanx rule (for cavalry they have Impact(1) instead), Halberds get AP(1), Great Weapons get AP(2), Lances get Impact(2).
  • Added some new special rules: Ambush, AP(X), Blast(X), Deadly, Phalanx, Slow.
  • The Nimble rule is gone, instead units with Fast can pivot twice.
  • Wizards now work differently, there is no more miscasting and you can’t dispel unless you have a psychic of your own.
  • Tough has changed: you must always kill regular models first before starting to put wounds on tough models in the unit.

Anything else?

We have changed the way the rulebook is structured now, so that each army list comes separate from the main rules and included a little bit of background story and some strategic tips for each army.

The game also has a distinct lack of armies for now, with only 9 at launch. We are going to keep adding new armies over the coming weeks, both old and new.

That’s it… for now.

We hope that this post has shed some light on our thoughts behind the new edition and that you enjoyed reading it. If you have any questions or see anything wrong (grammar mistakes, missing units, etc.) please let us know!

Cheers,

Gaetano

Introducing Grimdark Future

General Update

Hi everyone,

First off I wanted to thank all of you that have already contributed so far, we are barely 24 hours into the Patreon and have already achieved the first goal, so I have high hopes for the future.

Yesterday we revealed the new look and launcher our Patreon, which is all great, but it’s time to talk about Grimdark Future now.

 

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The Grimdark Future

Grimdark Future is the latest edition of our squad-based sci-fi wargame, and brings a whole new set of features to the table. We have been working on this evolution for a long time now, and we think it serves as the foundation of our wargaming future.

In order to make this new release “future proof”, some things had to change however. This wasn’t easy, and we tried to keep as many of the old systems as possible, but it was necessary to ensure that this edition will stand the test of time.

Quality & Defense

The biggest change was to move from having only 1 unit stat (Quality) to having 2 unit stats (Quality and Defense). By giving units one extra stat we are able to add a lot more depth to the game, without increasing its complexity.

Additionally we now use roll modifiers in order to account for things such as cover or piercing attacks. This again allows us to add depth without increasing complexity.

Whilst this change might seem small, it actually decreases the amount of rolls needed in certain situations from 4-5 to just 2 rolls, whilst also keeping things consistent. First you roll to hit, then you roll to wound. That’s it!

Smaller Changes

That’s the biggest thing players are going to have to get used to, however we have also made small changes here and there which improve on the last edition of the rules. Here is a list of important changes:

  • The unit type limits have been changed to 1 vehicle/monster for every 250pts and 1 hero for every 500pts. We have also introduced a new titan unit type and you can take 1 titan for every 1000pts.
  • Players can only deploy across the long table edges.
  • All missions are objective based.
  • Units may fire all their weapons even when advancing.
  • Heroes can join any infantry unit now, not only ones of same quality.
  • There is no more vehicle damage table.
  • Flyers don’t have to roll to enter the game anymore, and enemy units get -1 to their shooting rolls against them.
  • Weapon stats are now shown directly on the army page.
  • Added some new special rules: Anti-Air, AP(X), Blast(X), Deadly, EMP and Slow.
  • Furious doesn’t allow you to charge when disembarking anymore.
  • Psychics now work differently, there is no more miscasting and you can’t dispel unless you have a psychic of your own.
  • Tough has changed: you must always kill regular models first before starting to put wounds on tough models in the unit.

Other Stuff

Outside of these gameplay changes we have also changed the way the rulebook is structured.

The army lists now come separate from the main rules so that we could introduce a short introduction to each army’s background story and a couple of strategy tips to play the army.

Hopefully this will give players a better idea of what models to use for their army, as well as give them a rough idea of what to expect from each army.

Missing Content?

As you may have noticed, the game only launched with 8 armies and the basic game rules, but don’t worry as this isn’t the end.

Over the coming weeks we are going to be re-releasing some of the old favorites again (adapted to the new edition) as well as adding a couple of brand new armies.

As for the beginner’s guide and the other armies (ww2/modern), we are looking into re-releasing something similar in the future, however we haven’t fully planned it out yet. Once we get close to a final release we will let you know.

That’s it… for now.

We hope that this post has shed some light on our thoughts behind the new edition and that you enjoyed reading it. If you have any questions or see anything wrong (grammar mistakes, missing units, etc.) please let us know!

Cheers,

Gaetano

 

OPR IS ON PATREON

General Update

Hey everyone,

We are extremely pleased to announce that finally OPR is on Patreon!

Go support us right now: SUPPORT US HERE!

As you can see we have updated all of our games, website, forums, social media pages, etc. and this is still going to take a while. We are going to make a new post soon detailing everything that is new in the latest editions of our games and what’s to come soon.

Thank you everyone who has helped us make this possible, we hope that you are as excited about the future as we are. :)

WOHOOOOOOOOOOOO!

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