The real reason for the undead/robots rule is those units are ALWAYS able to contest/control objectives. So they should always be either pushing towards an opponents objective or sitting back holding a key objective in your territory. The enemy has to kill all of them, and that can require a significant investment of firepower/activations. Great battle report!
Oh, and another thing I would be interested in seeing are asymmetrical missions parameters. Like, in this one it was clear after turn three who was going to win. But imagine if the defense force player was getting 3 points per objective held at the end of turn 4 whereas the hive player is scoring one point per objective throughout the game. They can still get the point any turn they take control of more objectives than their opponent, but that way the army's play style fits more thematically to their mission on the table. Hive advance and claim, Defense Force hold the line and resist.
The vehicles and monsters are so expensive in points. This game works better at 3000 points as it allows a few expensive units as well as enough cheaper units to give more play options. Most of both sides are still dead by the end of turn 3 but it ramps up the carnage and makes for more dynamic and fun games.
@@Catimor2303 we've tried a few of the add on rules in past games. With some of them you run into balancing issues. We do like the progressive scoring and will be doing more games using it. (Maybe in combination with some other rules)
I play a lot of OPR Grimdark Future, but I find the capture-objectives-to-win conditions to be boring. Thus, in my games, we play with attrition VPs as well. Players get VPs for destroying enemy forces. For each part of 100 points a unit is worth, it counts as 1 VP if it's destroyed (e.g., a 50-point unit = 1 VP; a 150-point unit = 2 VPs, etc.).
You wouldnt happen to have a guide or video for your paint scheme on the alien hive would you? Or the HDF. I love the color schemes. Even a paint list would be wonderful! Great video!
Nice video! We love progressive scoring. Just add the secondarie mission the next time and the game will go a total other way. That's the ultimate fun for us.
The progressive scoring missions + variable game length are a great combo imo. Something kind of dumb and risky on Turn 4 isn't a big deal if you know the game is ending. If it might not end though, you've got to be more careful!
You're welcome! We tried the Last Stand/Assault for one game and I didn't really care for those. They throw off the balance of the game too much in my opinion.
No D3s? The artillery camo looks great, as does the red clay bases on the HDF. What do you thiunk of printing condition rings for the effects instead of the glass beads. Fun battle. Great scenery.
@@chrisboyd4433 We used a D3 for the objectives 🤔 idk about condition rings for resin models, (I'd end up breaking off an arm or something) but we really do need to up our marker game lol Glad you enjoyed the game!
HDF really seems to need to play with as many units as possible to deal with unreliable quality. Relying on a single tank or vehicle is just asking to get shot at until it fails a quality check and gets swept off with melee.
Why did the burrower roll for morale. It only had a single wound right before the additional 2 hits inflicted. You only roll when at half health or lower i thought
Good game -- but I knew the outcome before the first activation, the terrain and HDF units gave the game away. Also yes, GRUN-T's are just a bad unit, too expensive for chaff, but can't carry good weapons to benefit from their Q4.
first critique (be careful, it will sound harsh, i am german :D), then love: less (meaning "no") titans in a small game like this would have helped, these are not made for this. No damage before 9 Wounds are even meaningfull.. they will never die at this point level, wtf. the HDF was also underpowered weapon/equipment wise, how should they even hope to do some damage.. with some AP nothing shots??? Ogers like the AP2 Club. why infantry squads without use of at least the Standardbearer option? some specialised troops are needed, like plasma/fusion Stormtrooper or veterans/sappeurs wit special weapons. a big unit of 10 robot soldiers.. for what? at 2000p take them in 5 man squads for more activations..they have no cool weapons to buff.. they are chaff units. Take units with a purpose, then they can each fullfill their own little missions to weaken the enemy, before they die glorious for the future of humanity :) To be fair, with alien hive you have less chances of failure at the army list build stage of the game, if you dont invest enough time to have a broader view over the game system and its armies! for a youtube format i would like to see more balanced lists for a meaningfull fight, even if it is more narrative then comp. it is more whatchable and more joy for you too, i believe. I like that u use the progressive points. Both player must know, that they have to play for them all the time, even on turn 1 (again, meaningfull fight = interesting to watch) I love the way you show special rules and corrections to the game very nice paintjobs on bith sides and nice terrain, love your presentation keep up the good work!
flamer fun / missplayed rules (no one has to be perfect): Blast ignores cover and the flamers on the attack vehicle would do 3 hits each on the snatchers, because they fire simult. and the unit streangth a the beginning of the attacks counts for blast effects. Not that important for the situation in this game but good to know how strong the flamertank can be (escp. with ap+1 from a hero).
@@Zeitgeyst Those are some good points. We talked about some of them at the end of the game. Those particular titans really don't hit that hard on average. So I don't think they are out of place. I do think the HDF were lacking on AP. They had a decent start, but didn't push up as aggressively as they should have with the troops.
@@hauntswargaming my point is: the problem is not the output of the titans, but that you cant kill them in a meaningfull way 1.) While other units lose models and efficiency, the big one do not. the Actions against these beast are worth nothing, a long time in the game. one in thousand games you kill something like this early, but this is rare. it is a known problem. If you dont go hard on AP4/deadlyweapons you are on the loosing side. If you have a nice mixed army it is awful to play against tank/Monster heavy lists. You dont want to play with a goblinhorde army against "only flame Tanks" for comparison. 2.) you cant push them off objectives and thats the game. Sure, ignoring them and get objectives elsewhere could be a solution, but not at 2000p, not at a small korridor of a board, not with a small amount of Mission Objectives. 3.) while Tanks have a vulnarebility in melee, big monsters dont. 4.) although they where nerfed over the years, these monsters are still bullies.. esp. at low point games. With progressive objectives and a undereqiupped HDF Army, that cant push forward early und cant kill the bullies at 2000p even with the right guns, what is the normal outcome of such game? As Alien Hive with higly costeffciant melee troups and big monsters you just have to push forward and the game is technicaly over in turn one, if there are obejctivs in the middle of nomansland. think about it... The HDF did lack of a plan and a meaningfull combo of units. If you have to give a normal infantry squad a +1 Bonus to hit via a hero skill, something went wrong. But not all hope is lost for mankind!!!! I am a HDF player myself so i know the pain. From a human General to another: always use the heroskills to boost your expensive troops/tanks, never on Q6+/5+ Units and use Banners to upgrade your morale. Use "double time" on your ogres at the end of the turn and activate them last, to rush them in to your enemy. most of the time you have more activations and can let them charge in turn one, after the enemy have shown their cards. This is far away from meta chasing, just basic tactics. I really like mixed fluffy list, but "some" punch is adviced.
@Zeitgeyst great points! I'll just say there are a lot of factors that go into the list building for these games beyond list optimization. I'm trying to get these armies built out more but it takes time.
As a new player, I really appreciate the pop-ups for abilities and the pacing of the game
Same here, great video guys!
Thanks for watching! Don't forget to like/comment, etc!
Next month we'll be returning to Age of Fantasy for OPR's next campaign!
The real reason for the undead/robots rule is those units are ALWAYS able to contest/control objectives.
So they should always be either pushing towards an opponents objective or sitting back holding a key objective in your territory. The enemy has to kill all of them, and that can require a significant investment of firepower/activations.
Great battle report!
Oh, and another thing I would be interested in seeing are asymmetrical missions parameters.
Like, in this one it was clear after turn three who was going to win. But imagine if the defense force player was getting 3 points per objective held at the end of turn 4 whereas the hive player is scoring one point per objective throughout the game. They can still get the point any turn they take control of more objectives than their opponent, but that way the army's play style fits more thematically to their mission on the table.
Hive advance and claim, Defense Force hold the line and resist.
@@tonyrigby6065 to be fair they were both doing that. It's too punishing IMO. It's like getting a free round of attacks.
The vehicles and monsters are so expensive in points. This game works better at 3000 points as it allows a few expensive units as well as enough cheaper units to give more play options.
Most of both sides are still dead by the end of turn 3 but it ramps up the carnage and makes for more dynamic and fun games.
@@kurtl8425 I think 2k is a good baseline, but we'll get to 3k eventually. That's why I've been focusing on building up these armies.
YES MORE OPR
@@SlavicMoose you know it!
Really cool seeing the all the snatchers rather than grunts! The burrower was such a good distraction!
@@sulun1658 Thanks! I prefer the look of snatchers. Plus you can add a mind snatcher! Hopefully they make an official model for that one someday.
Awesome battle report! It would be great to see more content focused on the advanced rules, like the use of extra actions or stratagems.
@@Catimor2303 we've tried a few of the add on rules in past games. With some of them you run into balancing issues. We do like the progressive scoring and will be doing more games using it. (Maybe in combination with some other rules)
Great batrep! The sidebar with rules is snazzy, music's good, banter's fun and your armies look great!
@@Luebb thank you :)
I play a lot of OPR Grimdark Future, but I find the capture-objectives-to-win conditions to be boring. Thus, in my games, we play with attrition VPs as well. Players get VPs for destroying enemy forces. For each part of 100 points a unit is worth, it counts as 1 VP if it's destroyed (e.g., a 50-point unit = 1 VP; a 150-point unit = 2 VPs, etc.).
@@cavemanbum that sounds like it could be fun and adds to the game without being game breaking!
I can see that, I would try it but I feel losing objectives would take away some of the tactual thinking in the game.
@@Gaunt877 I see your point, but with objective markers being worth 3 VP and they being so easily captured, I think attrition VPs covers that gap.
Hey alright, let's rock Guard!
You wouldnt happen to have a guide or video for your paint scheme on the alien hive would you? Or the HDF. I love the color schemes. Even a paint list would be wonderful! Great video!
@@VahtThePuppy I put some paint guides together for my Patrons a couple months ago if you are interested. I'm going to add more over time.
Nice video! We love progressive scoring. Just add the secondarie mission the next time and the game will go a total other way.
That's the ultimate fun for us.
@@snikitsch9736 that's the plan! I think we're going to try a couple different rules combos with progressive scoring.
That's what we did too. Adding and taking away rules until we had the best comfortable rules for all. Love the sandbox system :D
Great looking battle!
@@Gaunt877 thank you :)
The progressive scoring missions + variable game length are a great combo imo. Something kind of dumb and risky on Turn 4 isn't a big deal if you know the game is ending. If it might not end though, you've got to be more careful!
Might have to try that out! 4 rounds often feels like it isn't enough.
We did enjoy the progressive scoring.
Thanks for the video! have you ever played with the Advanced actions? we find them really fun
You're welcome! We tried the Last Stand/Assault for one game and I didn't really care for those. They throw off the balance of the game too much in my opinion.
No D3s?
The artillery camo looks great, as does the red clay bases on the HDF.
What do you thiunk of printing condition rings for the effects instead of the glass beads.
Fun battle. Great scenery.
@@chrisboyd4433 We used a D3 for the objectives 🤔 idk about condition rings for resin models, (I'd end up breaking off an arm or something) but we really do need to up our marker game lol
Glad you enjoyed the game!
Great game. Love OPR, Do you guys ever use the command points?
@@johnbrennan6321 I think we tried them out once. I think they would go well with progressive scoring
Yeah you really need a 6x4 board for 2k and above.
HDF really seems to need to play with as many units as possible to deal with unreliable quality. Relying on a single tank or vehicle is just asking to get shot at until it fails a quality check and gets swept off with melee.
that could be said of Imperial Guard in 40k, to a degree
nice video
@@TheSalocin266 thank you
Why did the burrower roll for morale. It only had a single wound right before the additional 2 hits inflicted. You only roll when at half health or lower i thought
Damn. Where are those HDF minis from?
OPR
Good game -- but I knew the outcome before the first activation, the terrain and HDF units gave the game away. Also yes, GRUN-T's are just a bad unit, too expensive for chaff, but can't carry good weapons to benefit from their Q4.
first critique (be careful, it will sound harsh, i am german :D), then love:
less (meaning "no") titans in a small game like this would have helped, these are not made for this. No damage before 9 Wounds are even meaningfull.. they will never die at this point level, wtf.
the HDF was also underpowered weapon/equipment wise, how should they even hope to do some damage.. with some AP nothing shots???
Ogers like the AP2 Club. why infantry squads without use of at least the Standardbearer option? some specialised troops are needed, like plasma/fusion Stormtrooper or veterans/sappeurs wit special weapons. a big unit of 10 robot soldiers.. for what? at 2000p take them in 5 man squads for more activations..they have no cool weapons to buff.. they are chaff units. Take units with a purpose, then they can each fullfill their own little missions to weaken the enemy, before they die glorious for the future of humanity :)
To be fair, with alien hive you have less chances of failure at the army list build stage of the game, if you dont invest enough time to have a broader view over the game system and its armies!
for a youtube format i would like to see more balanced lists for a meaningfull fight, even if it is more narrative then comp. it is more whatchable and more joy for you too, i believe.
I like that u use the progressive points. Both player must know, that they have to play for them all the time, even on turn 1 (again, meaningfull fight = interesting to watch)
I love the way you show special rules and corrections to the game
very nice paintjobs on bith sides and nice terrain, love your presentation
keep up the good work!
flamer fun / missplayed rules (no one has to be perfect):
Blast ignores cover and the flamers on the attack vehicle would do 3 hits each on the snatchers, because they fire simult. and the unit streangth a the beginning of the attacks counts for blast effects. Not that important for the situation in this game but good to know how strong the flamertank can be (escp. with ap+1 from a hero).
@@Zeitgeyst Those are some good points. We talked about some of them at the end of the game. Those particular titans really don't hit that hard on average. So I don't think they are out of place. I do think the HDF were lacking on AP. They had a decent start, but didn't push up as aggressively as they should have with the troops.
@@hauntswargaming my point is: the problem is not the output of the titans, but that you cant kill them in a meaningfull way
1.) While other units lose models and efficiency, the big one do not. the Actions against these beast are worth nothing, a long time in the game. one in thousand games you kill something like this early, but this is rare. it is a known problem. If you dont go hard on AP4/deadlyweapons you are on the loosing side. If you have a nice mixed army it is awful to play against tank/Monster heavy lists. You dont want to play with a goblinhorde army against "only flame Tanks" for comparison.
2.) you cant push them off objectives and thats the game. Sure, ignoring them and get objectives elsewhere could be a solution, but not at 2000p, not at a small korridor of a board, not with a small amount of Mission Objectives.
3.) while Tanks have a vulnarebility in melee, big monsters dont.
4.) although they where nerfed over the years, these monsters are still bullies.. esp. at low point games.
With progressive objectives and a undereqiupped HDF Army, that cant push forward early und cant kill the bullies at 2000p even with the right guns, what is the normal outcome of such game? As Alien Hive with higly costeffciant melee troups and big monsters you just have to push forward and the game is technicaly over in turn one, if there are obejctivs in the middle of nomansland. think about it...
The HDF did lack of a plan and a meaningfull combo of units. If you have to give a normal infantry squad a +1 Bonus to hit via a hero skill, something went wrong.
But not all hope is lost for mankind!!!! I am a HDF player myself so i know the pain. From a human General to another: always use the heroskills to boost your expensive troops/tanks, never on Q6+/5+ Units and use Banners to upgrade your morale. Use "double time" on your ogres at the end of the turn and activate them last, to rush them in to your enemy. most of the time you have more activations and can let them charge in turn one, after the enemy have shown their cards.
This is far away from meta chasing, just basic tactics. I really like mixed fluffy list, but "some" punch is adviced.
@Zeitgeyst great points! I'll just say there are a lot of factors that go into the list building for these games beyond list optimization. I'm trying to get these armies built out more but it takes time.
@@hauntswargaming you did great, the format is great and good to watch. I am looking forward for more 💚
Mynamejeff.
For the algorithm jeff!
@@Redtecho Thanks Jeff :p