Nice Batrep. "Hits" always allow saves while "wounds" do not (Regen might come into play though depending on the source of the "wound"). Only time a unit is allowed to get within 1" of an enemy is during a charge move so you played the Consolidation of the Storm Ogre correctly. Thanks for discussing the tactics used during the game. Thank you for posting.
Love more OPR content! I'll have to listen to rest later, as I need to go, but halfway through, I thought I should mention. Yes, you "must" end every move outside an inch with exception of Charge. That being said, you can get into a scenario where that's just not possible (i.e. flying unit snuggles into a space between a unit and impassible terrain, so it can't really move back from the target at the end of its activation). In that case, just remember that they aren't locked in combat and move on. I know you didn't ask, but just thought you should know, from one Rules Theorist to another. Just to clarify, it's Hit->Save->Wound->ApplyWound. If a rule says a unit is "Taking Hits", those pretty much always need to be Saved against with rolls. For Example, Impact(X) applies "Hits" which must be saved. Devour applies Wounds, which are not saved, but are affected by Regeneration if the target has it. Deadly(X) is multiplied after the save roll. The first dank rider should have sloughed the first hit on the 6 to save because save happens before multiplication. This also means a "single deadly wound" can only kill one model (apply the wound to the model first, then multiply it, no spilling over to the next model in the unit).
@@TheJoyofWargaming the Warhammer version of loosely mobbed units always kinda rubbed me the wrong way. But rank and flank adds a whole other fudgey dimension sometimes. Am gunna try opr with my d&d group just for kicks, do you have a recommendation of which to try, assuming we have the figures for either?
@@tagg1080 start with the skirmish. It's small and quick, and the core mechanics are identical. It is the lowest cost to entry in terms of time investment, and if you like it you can build up to full blown regiments later. If you don't, you have lost as much.
I am just getting interested in OPR. I have no experience in Warhammer so every unit having special abilities gets in the way of working the rules for me. I need to just bring basic infantry, archers and cavalry to the table and just play the combats without all the powers. I like the terrain, I use those lids as well. Three cheers for 15mmm, let's make wargames tiny again! Battle Valor Games has 15mm available in the USA but he is retooling his operation so it will be at years end when he has things figured out.
@@BlackDouglas1000 An easy way to scale up the complexity is to look for one-off buffs like Scout (or is that Infiltrate?). Those only happen during deployment, then you never have to think about them again.
OPR! OPR! OPR! Great game rules! This and FFoL are my 2 favorites! Have a great week!
Nice Batrep. "Hits" always allow saves while "wounds" do not (Regen might come into play though depending on the source of the "wound"). Only time a unit is allowed to get within 1" of an enemy is during a charge move so you played the Consolidation of the Storm Ogre correctly. Thanks for discussing the tactics used during the game. Thank you for posting.
Great batrep. Great upset at the end there.
Great game and nice looking minis. Really dig the orange juice buildings!
Love more OPR content! I'll have to listen to rest later, as I need to go, but halfway through, I thought I should mention.
Yes, you "must" end every move outside an inch with exception of Charge. That being said, you can get into a scenario where that's just not possible (i.e. flying unit snuggles into a space between a unit and impassible terrain, so it can't really move back from the target at the end of its activation). In that case, just remember that they aren't locked in combat and move on. I know you didn't ask, but just thought you should know, from one Rules Theorist to another.
Just to clarify, it's Hit->Save->Wound->ApplyWound. If a rule says a unit is "Taking Hits", those pretty much always need to be Saved against with rolls. For Example, Impact(X) applies "Hits" which must be saved. Devour applies Wounds, which are not saved, but are affected by Regeneration if the target has it.
Deadly(X) is multiplied after the save roll. The first dank rider should have sloughed the first hit on the 6 to save because save happens before multiplication. This also means a "single deadly wound" can only kill one model (apply the wound to the model first, then multiply it, no spilling over to the next model in the unit).
@@leejesm oh, those last two really help me understand both the terminology and how they work. Thank you!
Did you misspeak when you said the riders move 16"? It's half scale so that should be 8" right?
Probably. Sometimes I get caught up in the moment and goof up measurements. Those boys got a lot of extra movement this fight.
Awesome!
Did you use “contrast paints” with those mounts?
Save the Magic Space Baby, and the Blackraven!!!
Have you tried the OPR regiments version of the game?
@@tagg1080 Those are the ones I started with. At some point I need to add about 200 points to my armies to round them up to an even 1500 points.
@@TheJoyofWargaming the Warhammer version of loosely mobbed units always kinda rubbed me the wrong way. But rank and flank adds a whole other fudgey dimension sometimes.
Am gunna try opr with my d&d group just for kicks, do you have a recommendation of which to try, assuming we have the figures for either?
@@tagg1080 start with the skirmish. It's small and quick, and the core mechanics are identical. It is the lowest cost to entry in terms of time investment, and if you like it you can build up to full blown regiments later. If you don't, you have lost as much.
16:20 Consolidation Move clarification 👍
Is that a statue of Ming the Merciless on top of that circular base?
It's a 6mm wizard from Irregular Miniatures who does a pretty good impression of Ming.
Let's see a playthrough of "Pride and Prejudice and Zombies". Or not - just do what you want. You have our permission 😉
I am just getting interested in OPR. I have no experience in Warhammer so every unit having special abilities gets in the way of working the rules for me. I need to just bring basic infantry, archers and cavalry to the table and just play the combats without all the powers.
I like the terrain, I use those lids as well. Three cheers for 15mmm, let's make wargames tiny again! Battle Valor Games has 15mm available in the USA but he is retooling his operation so it will be at years end when he has things figured out.
@@BlackDouglas1000 An easy way to scale up the complexity is to look for one-off buffs like Scout (or is that Infiltrate?). Those only happen during deployment, then you never have to think about them again.