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20 minutes ago, Lord Marshal said:

Damn son, we're getting choppy in here. Orks, World Eaters, Black Templars, and  every other melee skew will properly stroke out.

From elation.

23 minutes ago, Ahzek451 said:

Ill bite on this a little, never wise to deal in absolutes, but i agree odds are its likely it never will be, but we will see. They just finished shipping out their first Kickstarter box and as far as I could tell it was pretty successful and its a quality box. And anecdotes be anecdotes, but one of my advantages is ive moved around the states quite a bit and I keep in contact with a few gaming groups. One of which were die hard warhammer enthusiasts for 15+ years in Alaska, fed up with GW prices, availability, and a general lack of interest in current rules roughly about 20 of these guys have abandoned GW for OPR. And they love it. Now, im not going to sit here and say they love the lore(or lack of), but they make their own. Might I add, another point of contention with GW is a downward trend in lore quality for them. From there perspective, GW lore is getting worse anyway, but OPR is more affordable, easier to play, and easier to access...so if they have to fill the gaps in lore then so be it. 

 

 I get GW got huge off of aping other IPs, but that ship has sailed in current Copyright Enforcement era. Because they won't take any big swings of their own, their IP lives and dies by other people's dismay at whatever their current preferred game/IP is.  I don't think there's much room for "hey we also did the 'mash everyone's stuff together' thing, but way later and while the first guy is seeing record breaking revenue." to be a gigantic player in the Army Battle venue. 

 

Planning on being the refuge for complainers is not a winning strategy either, imo, at least not as a sole strategy (the new Kickstarter for them is definitely them trying to grow beyond this). It'll sell some stuff, but it won't get you to any real level of success, especially if the metric is 'competing with GW's business'.  It'll let the creators survive but it's not going to blow the doors off and create a huge following.  I think looking at the quick and momentous success of something like trench crusade and you can see that people want the grim dark/Warhammer adjacent stuff, but they also want something at least somewhat novel.  OPR is the opposite of novel, unfortunately, or at least was.  I will admit my knowledge of OPR is probably about a year out of date as I haven't played around with the rules for about that long. 

45 minutes ago, Lord Marshal said:

Great changes.  The 2" engagement thing to shut down angle shooting with the engagement range is such a clean solve.  Another overlooked thing is that charging is now on average an inch LONGER; bigger engagement range, but you now have to charge into base to base contact, not just within 1" range. So a slight nerf to overall charge movement for melee armies but better target selection. Feels like a solid trade off. 

 

The real nice thing is that it looks like GW is taking rules writing a little more seriously. Those rules shown have appendix numbers and organizational tags within the rules themselves. My history degree appreciates a good reference schema. 

Edited by DemonGSides

The Overrun Move looks useful for catching units that pop-out of others (presumably it works on popped-out characters?).

 

The initial charge needing to be base-to-base does make the charges a bit longer in practice, but the expanded engagement range certainly makes it easier to get the rest of the unit into the fight.

 

The fact that units can now move through engagement by default also helps for positioning. Makes it harder to just wall off an area from units scuttling through, tho in doing so it does remove a little utility from giant chaff blobs like 'gaunts and Cultists.

1 hour ago, Lord Marshal said:


Overall, I'm very positive on this. They're not reinventing the wheel, but implementing a bunch of great QOL changed to the existing system to address it's many niche annoyances. 

- Stupid 1" Wall screens: gone. 
- Convoluted charging plans or Heroic Interventions with Fights First units: gone. 
-  Removing specific models so enemy units don't get to fight: gone.
- Mathing out which charge targets are too risky: gone. 
- Deep Striking units in Melta range: allowed.
- Larger area engagement so more models get to fight: allowed. 
- Potentially more flexible consolidation moves? (They weren't super specific on this one will have to wait and see.) 

- Carrying on the back and forth progression from Fights First to normal so that someone isn't fighting twice in a row. 

The only potential downside I can see here for some armies (though I think personally it's better for the health of the game overall) is that Fights First is going to be far less of a powerful ability. Unless the rules are changed on it (which I think is unlikely given the context of this article) if a single unit with Fights First is charged, the charging unit will still get to attack first because the player whose turn it is now goes first. 

It's use is now reduced to the following situations:
- If a Fights First unit is charged by multiple units, it will get to fight in between them rather than at the end. 
- They will still Fight First in ongoing combats. 
- If multiple Fights First units are charged, you will get to use at least one of them before your opponent, it's just that the charging player will pick the order now. 

Edited by Tawnis
34 minutes ago, Orange Knight said:

I hope everyone has a few combat units ready!

 

My ENTIRE Blood Angels army is ready! :woot:

 

One thing I don't understand is how units can Deep Strike 8.1" away from the enemy but still require a 9" charge. I feel like there is some detail missing. :ermm:

 

EDIT - What is missing is that I failed to spot that units must now reach Base-2-Base to successfully charge. Ending a charge within 1" of the enemy is no longer enough.

Edited by Karhedron
3 minutes ago, Karhedron said:

 

My ENTIRE Blood Angels army is ready! :woot:

 

One thing I don't understand is how units can Deep Strike 8.1" away from the enemy but still require a 9" charge. I feel like there is some detail missing. :ermm:

 

Unit needs to charge base-to-base with at least 1 model, I think that's where the extra inch comes from.

13 minutes ago, Karhedron said:

 

My ENTIRE Blood Angels army is ready! :woot:

 

One thing I don't understand is how units can Deep Strike 8.1" away from the enemy but still require a 9" charge. I feel like there is some detail missing. :ermm:

To declare a charge against a unit, it has to be within the rolled distance base-to-base. So if a unit that arrived via deep strike rolls and 8, any units further than 8" away aren't eligible charge targets, even if the charging unit can make it into engagement range.

 

The first diagram in the article, "Making a Charge Move", demonstrates this.

Edited by Kaiju Soze
20 minutes ago, Tawnis said:


- Larger area engagement so more models get to fight: allowed. 

Thats an assumption, it's currently 1" + anyone in base contact of anyone in range. This isn't definitive from their examples, but it might simply be "be in engagement range" which will hurt bigger base units.

54 minutes ago, Orange Knight said:

Combat is definitely getting a boost from this, faster, easier to reach and engage.

I hope everyone has a few combat units ready!

Melee is what helps keep 40k fresh vs other sci-fi (or fantasy in space) IPs. 

2 hours ago, Ahzek451 said:

 I feel like its fair to say(can always be wrong and will have to wait and see the whole picture blah blah), this edition isn't going to fix a lot of common complaints (excessive re-rolls, boring mechanics, no granular points, etc.).

 

Rerolls tend to be on a per-faction basis so I would not expect that to change with the edition. If anything, it would need to filter through as new codices arrive. Same for points but I don't expect granular points to come back.

 

I don't really know what you mean by boring mechanics. A mechanic is not inherently boring or exciting.

12 minutes ago, Mogger351 said:

Thats an assumption, it's currently 1" + anyone in base contact of anyone in range. This isn't definitive from their examples, but it might simply be "be in engagement range" which will hurt bigger base units.


Fair point, but if that's the case, it's basically net neutral. 2" is 51mm, which means that you still can't stack a third rank of small bases unless you still have some models on the tiny 25mm's, but the second line of large base units will still fight. 

The reason why I don't think this will be the case is because of how much it would hamper units like Carnifex or other very large base models that can't easily have multiple models make base contact, especially with the amount of terrain we are seeing. 

Edited by Tawnis
29 minutes ago, Madao said:

Tau players are sad :(

I couldn't care less. GW needs to put more effort into the auxiliary forces, but there are PLENTY of Kroot options that you have counter charge options available. 

20 minutes ago, Tawnis said:


I see no issue with demand for more Kroot :biggrin:

I want them to finally make the winged Kroot that were an option in the Kroot Mercenary army list back in 4th (or might've been 3rd).

1 hour ago, Karhedron said:

 

My ENTIRE Blood Angels army is ready! :woot:

 

One thing I don't understand is how units can Deep Strike 8.1" away from the enemy but still require a 9" charge. I feel like there is some detail missing. :ermm:

 

EDIT - What is missing is that I failed to spot that units must now reach Base-2-Base to successfully charge. Ending a charge within 1" of the enemy is no longer enough.

 

I've seen this a few times, and I think it's a misinterpretation of the rules. You have to be able to exceed the distance of the base to base measurement on your charge roll in order to be able to make a valid charge.

 

However;

 

When making a charge move, you only need to get within 2" (unless you can get to within 1", in which case you must do that).

 

Hypothetically, if you had two squads with one standing 1.5" behind the front of the first unit - 8" away from the enemy. They need to roll a 10 to get into base to base with the first unit (and engage both units) or an 8 to charge the first unit - however they would only be allowed to move 7.5" towards them, staying 2" away from the unit behind, but still in engagement range of the unit in front.

 

Though they would then pile into engagement range with the unit they missed, so I guess this doesn't make any difference in most cases.

 

 

 

Assuming I'm reading this right?

Edited by Tastyfish
2 hours ago, DemonGSides said:

Planning on being the refuge for complainers is not a winning strategy either, imo, at least not as a sole strategy (the new Kickstarter for them is definitely them trying to grow beyond this). It'll sell some stuff, but it won't get you to any real level of success, especially if the metric is 'competing with GW's business'.  It'll let the creators survive but it's not going to blow the doors off and create a huge following.  I think looking at the quick and momentous success of something like trench crusade and you can see that people want the grim dark/Warhammer adjacent stuff, but they also want something at least somewhat novel.  OPR is the opposite of novel, unfortunately, or at least was.  I will admit my knowledge of OPR is probably about a year out of date as I haven't played around with the rules for about that long. 

 

The creator of OPR has openly stated that it is better for him (and everyone else) when GW does well.

 

His opinion is "a rising tide lifts all boats," and that GW's success is the biggest driver behind overall interest in wargaming.

2 minutes ago, phandaal said:

 

The creator of OPR has openly stated that it is better for him (and everyone else) when GW does well.

 

His opinion is "a rising tide lifts all boats," and that GW's success is the biggest driver behind overall interest in wargaming.

He's right though isn't he. The more people GW bring in the more likelihood that portions of them will move on to other companies and other systems. This will be more the case with GW'S push to become more recognisable through things like the amazon deal and video games.

On 4/13/2026 at 7:28 PM, Captain Idaho said:

 

Totally agree man. 11th edition is not for me as I didn't like the direction of 40K since 9th and 10th I just can't stand.

 

Maybe it's more the Codex books over the main rules, but still.

 

Anyway, yeah to get excited for a game I don't like... we got new missions because they haven't changed the game. :laugh:

At least we still have AT. 

21 minutes ago, ZeroWolf said:

He's right though isn't he. The more people GW bring in the more likelihood that portions of them will move on to other companies and other systems. This will be more the case with GW'S push to become more recognisable through things like the amazon deal and video games.

 

For sure. GW is the gateway for so many people into the wider wargaming hobby.

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