I am still not up on all the rules yes to try to play OPR, but i was a bit confused as to why sometimes they were stunned vs running off. This made sense. Thank you. I would love to see (You may already have one I really need to look through your prior vids) a video showing how a couple noobs to OPR should start as a first time wargamer to design an army and get playing, stats etc. I enjoy your faction vids but my lack of knowledge on where to begin is holding me back. Thank you for your hard work!
@terrainaholic9 ай бұрын
Sue and I are new to OPR so we've never done any of this so we're going to have to do this a bit to get the hang of it. It sounds easy ish but until I do something I'm not real confident. Never wrapped my head around GW games so I think thats the hang up. Great job of illustrating all of the situations!!!!!! The blood, chainsaws and graphics were AMAZING!!!!!! Great job Buddy!!!!!!!
@Gaunt8779 ай бұрын
One Page is so good, I am hoping more will find this game.
@robertspears83019 ай бұрын
That was great. I loved the retro intro. 😀I've been watching some old Sherlock Holmes movies and it kinda gave me that vibe. The explanation of morale you gave was clear and concise, much appreciated.
@brickandreasen90779 ай бұрын
I loved the way you presented this video! You could give these old things even more of an old-timey vibe by adding a film grain effect over the video; maybe a bit of old-timey radio reverb over your voice. No worries if that sounds like too much work, though; it's quality content as-is!
@WarbossFitz9 ай бұрын
The edit software I use doesn't have any cool effects like that. The closest I could get was VCR and it didn't look right. Next time I could do the intro and have some of that.... Ok now I have ideas.
@YeAuldGrump9 ай бұрын
There is also the Undead/Robot rule - which changes the results of a failed Moral check. Good vid!
@warleper9 ай бұрын
they cant fail moral so they cant get routet of the board how ever they can kill them self
@terrainaholic9 ай бұрын
You do an absolute TON and I'm just throwing this out there. This could also reduce your work load if you if your feeling over whelmed. OPR has a skirmish game called OPR Quest. If (and only if) you want to maybe do a battle report with Mummified undead vs Lizards that would be AWESOME. Again ONLY IF YOU WANT TO!!!!!!!!
@WarbossFitz9 ай бұрын
There are a cast of characters that have started standing out in these videos. Some of them should go on epic quests!
@terrainaholic9 ай бұрын
@@WarbossFitz You are SOOOOOOOOOOOOO DA MAN!!!!!!!!!!! I've watched bat reps of these and OMG with you at the steering wheel?!?!?! They would be EPIC!!!!!!!!!!!!!!
@alankennedy57599 ай бұрын
Thank you! I was doing it wrong.... I was only taking morale tests if the unit was BELOW half strength. It has to be HALF OR BELOW! ouch
@jaypeejj8 ай бұрын
Thank you so much for this
@30035XD9 ай бұрын
Excellent content. I have a few constructive criticism points though: I find the loud noises very unpleasant and distracting, the pace is too fast and hectic and that can make it difficult to understand exactly what is going on. The phrasing and enunciation could be better as well. Therefore I prepared this polished transcription to help those that also had the same problems: First, we'll demonstrate morale checks caused by ranged weapons. Initially, the Blessed Sister unit will fire upon the cultists, removing five members from the board. With half their unit gone, the cultists must test morale by rolling one die and comparing it to their quality score. If a unit passes the morale test, it continues normally; if it fails, it becomes shaken. Shaken units are fatigued, consistently failing morale tests and remaining idle. Fatigue means models only hit on an unmodified result of 6 in melee until the round ends. The shaken effect is automatically removed from the unit after their next activation. When the cultists activate, they can take no action due to being shaken. However, after their turn, they remove the shaken marker and can act normally in the next turn. The cultists recover and are no longer stunned when they activate. Next, the Exosuit fires on the cultist unit, removing one model, pushing them below half strength and prompting another morale test. They fail and are stunned again. Now let's reset and cover morale in melee. The cultists activate first, charging into the Blessed Sisters. After combat, three Blessed Sisters and two cultists are removed. Though neither side falls below half strength, when tallying wounds suffered in melee, the Blessed Sisters take more, necessitating a morale test. They fail the morale test but are only stunned as they are above half strength. The cultists attack again, this time eliminating five of the Blessed Sisters. Again, losing the combat by suffering more wounds than the enemy, they take a morale test. Since they failed the test and are below half of their starting strength, they are removed from the board as they rout from combat and leave the battlefield. Now let's reset again, but this time we'll bring in Berserkers. Once more, the Blessed Sisters open fire on the Berserkers. Since the Berserkers are now below half, they must make a morale test. They fail, but their additional rule, called fearless, allows them to roll an additional die on a 4+. The morale test counts as passed, so they can continue their turn like normal. Let's reset and bring in the next thing, which is the fear special rule. Here, we have our Exosuit sister fighting against the same five Berserkers. The Berserkers charge the Exosuit, causing two wounds, while the Exosuit kills off two of the Berserkers. Normally, this would lead to a tied combat, but the Exosuit has the fear 1 ability. The fear special rule means the number associated with that fear special rule is added to the number of wounds caused to determine the winner of the melee. In this case, the Exosuit sister would take her two wounds that she had already caused and add her fear attribute to get three, which is higher than the Berserkers. So, the Exosuit would win combat, leading to the Berserkers needing to take another morale test. They fail their fearless test, meaning they fail the morale test. However, since there are more than half of them, they are considered stunned. Now let's reset again. We are going to show what needs to happen for a vehicle to be forced to take a morale test. Here, our Exosuit squares off against an infernal brute. The brute charges the Exosuit, causing three wounds, and the Exosuit causes three wounds to the infernal brute. Normally, this would be a tied combat, but they both have fear abilities. The Exosuit has a fear of 1 and the infernal brute has a fear of 2. That means the final result of the combat is the Exosuit with four and the infernal brute with five. So, the infernal brute wins the combat, and the Exosuit needs to take a morale test. Since the Exosuit has failed the morale test and is at half its wounds remaining, it runs off the board for failing a morale test at half strength or lower in melee. There are other ways to modify morale in the game, including army special rules and different spells that casters can use. Cheers
@bobbobby56209 ай бұрын
For odd numbered units like 5 would it count as half the remaining unit if you only have 3 guys left? (A game I had ended with a very close tie because 2 guys from a unit of 3 survived a charge but failed the morale roll so should they have routed?)
@WarbossFitz9 ай бұрын
For a squad that starts at 5 you don't have to test until it gets to 2
@bobbobby56209 ай бұрын
Ah nice, thank you.
@yumanoid57539 ай бұрын
If a hero is attached to a unit, does he flee with the unit if it fails a moralecheck in melee?
@WarbossFitz9 ай бұрын
yes they do. But you test on the hero's leadership so you can mitigate the chances of a failed morale test