I’m really happy with the new weapons and profiles in the update, it brings a lot more choice into the mix rather than just picking the one with the highest attacks. I love this game and I’m a solo player!
So in essence, I have a custodes army and a thousand sons, I build the best list (or most fun) for whatever mission I’m going to play either I pick the mission or I roll randomly. I have a lot of both armies so it’s make some fun lists with dreadnoughts or tanks or whatever is cool. Since it’s a dice game it’s pretty easy to randomize. Roll dice for choice of sides and first player. Highest roll wins. Place alternating units as usual. If a unit has ambush, it rolls, on a 4+ it lands otherwise it lands anywhere in your deployment zone. Add in secondary’s as you wish, I play with command points, use them at the necessary time. If you can’t decide something, roll for it. Otherwise the system is fun to house rule, and / or port things from 40k like strategems with command points, there are a lot of community list additions for any flavor. Hope this helps
I hate the phalanx change. Spears work different against cavalry than infantry and this is just too far a reduction to simplicity. Not to mention how much high Q spears are going to suck to play with. Though, something like counter on its own might be cool if restricted to a hero's personal attack or something.
I love the I-Go U-Go turns, but wish they would take it a step further. Add in activation based on how fast/ experienced each unit is (Initiative order, I guess). Allocate each unit an Initiative (I) value. Faster units can opt to activate later in the round, if they wish, before the next set of activations can happen - that is, an I7 unit can activate during the I7 phase, or at the start of any other initiative phase, such as all I6’s, or I5’s, etc). Alternately, units can opt to activate on reaction, when something happens that will trigger them, but, again, not before the start of their own phase. Where there are multiple units with the same I, the player decides the order in which to activate the units. This may result in a break in the I-Go/U-Go pattern, but no more so than when a side has extra units to activate, when the other side runs out of activations. I believe this opens up many more tactical options, while still retaining the elegantly simple set of rules.
@@alphanerdgames9417 yes. Not surprising, as I love that game as well. Still, I think something along those lines would create more tactical options, without complicating the game too much. Yes, I am repeating myself… :)
nice. love opr. good video. What Elegoo printer do you have? I have now a Anycubic resin printer and it really makes a crispy models but the resin =) And I use only water washable resin, but still. I was planning to buy Elegoo neptune 3 plus to print bigger objects like live size helmets and shit, but I have seen now that they can also print minis that have enough details.
I couldn't disagree more about the new Caster rule. Saving up tokens for half the game only to get a bad roll on a powerful spell would be really unenjoyable and managing an extra resource goes against the idea of OPR's simple and fun gameplay. It feels like it should go in the optional rules of the full rulebook rather than being a replacement rule. The rest of the 3.0 rules look fine to me though
I like how you can spend points to make it easier for that roll. Also you can cast more than one spell in a turn. This will come in handy because there are some turns we’re you don’t want to cast