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OPR Grimdark Future


PaganMegan
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4 minutes ago, lowlylowlycook said:

Thinking of giving the Age of Fantasy games a go.  As much as I think that GW's Middle Earth games are quite good, I think it would be very nice to get peoples GW (or other) fantasy armies on the table.  Has anyone come across a list of differences between Grimdark and Age of Fantasy?  They seem extremely similar but maybe I'm missing things.

 

Basic rules are the same except that Wavering in AoF is basically the same as pinned in GDF.  Wizards and Psychers also function exactly the same simply with different labels.

Some advaned rules vary but since they're special traits various units have, it boils down to the AoF army lists simply don't have things like Aircraft or Transport, while they introudce a few new special rules like Breath Weapon and Command groups.  To the best of my knowledge none of the special rules with the same name function different.

 

AoF:R is a slightly different beast, but basically the only differences have to do with units being in ranked blocks and now having a facing, so ther are rules regarding movement, shooting, charges, and close combat that come out of that.

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On 6/16/2022 at 11:54 AM, lowlylowlycook said:

One friend had something come up so I played instead of just running the game.  Even with it being a first game and given we did use the Bolt Action dice pull for activations, a1000pts game went quick.  As to @Werkrobotwerk's advice, I would say that 2+ armor saves mean a hell of a lot more than they do in modern 40k.

    Good time was had by all.  My friend was certainly turned from a bit skeptical towards evangelizing GDR to anyone standing nearby.  "Look at these rules"  "They have an army builder and it's free"  "They put your special rules on the sheet", etc. etc.

 

 

Haven't looked at this.  As a Kings of War fan how would your compare it?

I like KoW a tiny bit more - BUT it it is a lot easier to get people to at least try AoF:R.

AoF:R is less detailed, less granualar, and less complicated.

More importantly, it is a lot FASTER - taking about two thirds as long as KoW, which, in turn, takes about half as long as the last edition of WH. (Or why Warhammer Fantasy Battles died the death  - we REALLY did not like that edition.)

But it is also a LOT easier to talk people into regular AoF, and even easier to get them into GDF.

 

More importanly - those people, in turn, find it easier to hook others - it seems that everyone knows someone that no longer plays 40K, but still holds onto their armies. And the free rules, army lists, and army builder... make it an easy sell. (Because everyone's favorite price is FREE.)

Hell, if I had known about OPR.... I wouldn't have sold off my Dark Angels.

 

I have been hanging and playing with Megan too often, she loves her TLAs. ::P:

 

The Auld Grump

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On 9/11/2022 at 3:09 AM, CaptainPete said:

I have two full armies I have touched in years and you're tempting me to dig them out and finish painting them, before giving this a try... :ph34r:

Worth trying.

 

The rules and army lists are free, so you don't risk much.

 

Maybe try before finishing your painting, but odds are good you'll like it.

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So I know this was a GDF thread, but I had 16 base toppers dry and based up some of my beastmen:

20221023_194030.thumb.jpg.1783971190fa01d3b952ecda83637166.jpg

Another big batch of base toppers are drying right now, once that's done I'll go through with the spackle and seal the seams and then the goal is to try to speedpaint the crud out of this army just to see where I am with that sort of endeavor after having not finished an army for a tournament in over a decade....  

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On 10/22/2022 at 2:48 PM, PaganMegan said:

Worth trying.

 

The rules and army lists are free, so you don't risk much.

 

Maybe try before finishing your painting, but odds are good you'll like it.

Seeing how the armies have been in boxes for years, any reason to start painting them again is a good reason... :ph34r:

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On 12/30/2022 at 11:32 AM, lowlylowlycook said:

Has anyone tried Mecha Hex,  OPR's rules for battletech type figures?   Because I have a lot of CAVs that I could use...

We haven't, sorry.

 

They also have a small (epic) scaled game in the works.

 

If/when they do a unit creator for that, it might fit in very nicely.

***

Adding a non-OPR model to my Jackals collection. Non combat.

image.png.51c0a1ca92f27c05a6c6659a46b06130.png

 

Giving them a baggage train.

 

The Auld Grump

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On 1/23/2023 at 7:28 PM, lowlylowlycook said:

Robot Legions seem quite good with a combo of Quality, Defence and Firepower.  Obviously the slow rule is pretty brutal in a 4 turn game.  

Tonight, for the first time, my Robot Legions faced off against the Alien Hives.

 

I... got Zerged.

 

I should have maintained a supported retreat. But... I let her get too close.

 

Jenny is an arachnophobe. Playing Alien Hives she harnessed her fear to devastating effect. Her Grunts swarmed me.

 

The Auld Grump

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Okay. I finally got the rules and started fooling around with making army lists and I'm not sure how I feel about it yet. I played IG, CSM, and Inquisitor with Sisters, and looking over what I can do with their factions just isn't quite clicking for me yet. However, a buddy of mine and I are discussing how to get together to get in a game or two so we can learn.

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On 3/31/2023 at 9:53 AM, lowlylowlycook said:

So far I've enjoyed the full OPR games but find the skirmish games kind of average.  On the other hand, I wouldn't mind getting various models on the table without having to paint a whole army.  


Anyone have a mode of playing or some scenarios that make the skirmish games shine?

Get the Gang War supplement and army list.

I've been working on some Gang War world specific battles - the one we have actually tried tonight is Tunnel Fight - battlefield is one foot wide at either end, two feet wide in the center, and four feet long. That middle section is pretty much a subway/freight station.

The hazard is a freaking train that comes barreling down the tunnel on a result of 7+ on a D6. (Add one for each turn after the 1st - so no chance on the 1st turn, 1 in 6 on the 2nd, 2 in 6 on the 3rd, etc..)

 

Don't be in its way. In tonight's test, the soulstealers lost three soulstealers on the 2nd turn, as the train smacked right into them. Duncan thought that he would have more time... he was wrong.

 

Your real enemy -

 

image.png.2b0bb66ac7947fc6c21d04a15f8156cf.png

 

The Auld Grump

Edited by TheAuldGrump
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On 4/30/2023 at 2:46 AM, TheAuldGrump said:

Get the Gang War supplement and army list.

I've been working on some Gang War world specific battles - the one we have actually tried tonight is Tunnel Fight - battlefield is one foot wide at either end, two feet wide in the center, and four feet long. That middle section is pretty much a subway/freight station.

The hazard is a freaking train that comes barreling down the tunnel on a result of 7+ on a D6. (Add one for each turn after the 1st - so no chance on the 1st turn, 1 in 6 on the 2nd, 2 in 6 on the 3rd, etc..)

 

Don't be in its way. In tonight's test, the soulstealers lost three soulstealers on the 2nd turn, as the train smacked right into them. Duncan thought that he would have more time... he was wrong.

 

Your real enemy -

 

image.png.2b0bb66ac7947fc6c21d04a15f8156cf.png

 

The Auld Grump

Changed the Train to Impact 6, rather than an attack roll.

 

A little more survivable.

 

The Auld Grump

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