Thanks for watching! Be sure to click the like button if you want to see more of these types of videos! Thanks to Andrew for helping out! Go give Habes' Hobbies a sub! And Happy New Year 🎉
Man, this Habes Hobbies dude sounds like a great guy. Should get him in more videos. Thanks for having me on Justin, was great to chat. Video turned out great! I really need to step up on my interview with you now. Also lowkey freaking out about my dwarf prints after seeing the shots at 40:00.
Great review! I've found that having a unit (single or combined) of Dwarf Miners with iron shotguns + fusions guns is really useful for taking care of those squishy backfield support units and vehicles. Tunneler makes them hard to screen out, and they stand a good chance of killing or stunning a Tough(6) vehicle or small squad on the drop. The main problem is that the unit is frail, so you really need to activate it first if possible. And if you drop multiple Ambush units in a turn, sometimes that poses activation priority problems.
That bit about printing was very helpful. The only issue I've run into is that some of the models for Age of Fantasy have many supports close together that practically meld into each other. It doesn't affect the quality, but it makes extracting the model from the supports a pain. Also, I am blown away by your build plate. Clearly I can learn a thing or two to step up my game and get more models printed!
I noticed that as well. I manually arrange my prints, but it looks like you use the auto function in Lychee. I assume you had no issues printing when doing so?
I did the math for the artillery gun. On average the Twin Fusion AA-Gun is getting .8 attacks through onto any unit, regardless of their defense, which means that on average it is dealing about 5 damage per activation (which can only be applied to one model). The Twin Heavy AA-Gun however is very dependent on its target's defense; On average it hits 2 times against def 2+, 3 times against def 3+, 4 times against def 4+ and 5 times against both defense 5+ and 6+. Meaning that on average, to a single big unit, the Twin Heavy AA-Gun is doing less damage unless the defense of that big unit is 5+ or 6+. Unsurprisingly the Twin Fusion AA-Gun is very bad against units of models that don't have tough.
Thanks! I almost want to put the fusion in the 3k points or higher category. Unless your opponent is bringing a lot of Tough 6 or higher units, it probably isn't worth it
I like that OPR is developing special characters. Its one of the disadvantages when compared to "other" games. The added flavor will make games more interesting, especially if the lore is well written. Balance is less of an issue with OPR. The players can quickly house rule anything thats ridiculously overpowered. 😊
Thank you for the video. I would like to point out that Breaking Rune targets an enemy model specifically, which is a very nice sniping ability (though whether this is dwarfy, I don't know). Tunnelers sound very nice to me with the free swap to Shotguns. A combined unit popping up near an enemy unit with expected 10 AP(2) hits sounds fearsome to me. Waiting for more! You have a nice interaction.
i cant wait for the land train! my main plan with it is to make an escort mission type game where enemies of the guild has the objective to stop the train from reaching its destination
I'm assuming you mean if you are joining the champ to a group of warriors. I don't think I would play it that way, but the wording makes it a bit of a grey area. EDIT: nvm. I thought you were saying you could give the medic training to the champ
@hauntswargaming I run a runesmith with a plasma pistol attached to 5 warriors with shotguns and medic training. That way the entire squad has the same 12 inch range. They ride with a squad of 5 hammer elites in an apc backed by 6 bikes and a trike. Medic training states the model gives regen to the entire unit. This includes anything attached to the unit Makes a very dangerous armored spearhead that is crazy fast for a dwarven army. So I call it the dwarven inquisition cause no one expects it.
I'm pretty sure when the model with the medical training upgrade is killed the unit no longer has that rule. Since Heros don't take wounds until all other units are dead it is effectively only giving that regen on any volley that does enough wounds to kill the whole squad and hit the hero. The upgrade is attached to a specific model @@Glyff3083
I love the paint job you did. Could you please tell me what color you used for the warriors vs the powersuit guard? The warriors look more gray and the powersuits more blue, but they both work great together and with the orange accents.
@@hauntswargaming you should, I'd love that. In the meantime can you please tell me what paints you used for the gray and blue of the warriors and powersuit guard respectively?
Without digging into the rules, are the units being transported allowed to activate while inside the vehicle? They can't shoot, can they? then how could a champion activate to cast a spell?
The unit inside the transport still gets their activation as normal, but can only use it to remain inside the transport or disembark. Units cant shoot (since they have no base on the table) but casters inside rhe transport can cast spells on the transport or on the units inside of it
I think that grenade launcher upgrade is amazing. It gives 2 attacks, and it's indirect. I've been playing by myself lately on tts, and he's right about when you're trying things out, you already know what's going to happen, but I've been having fun by making all the 40k combat patrol sets into opr, and surprisingly all of them are easily 1600 pts on the nose, with a lot of different options to upgrade in different ways. Machine cult is trash, soul snatchers is insane, plague disciples is really good, orcs are very trash, and for the most part most armies are pretty balanced. I can't wait till gw releases the info on other combat patrol boxes.
I don't play OPR but I found the videos about it great. But I feel like having specific anti-regen options seem like a weird design choice. Investing in a gimmick the enemy may or may not have feels kind of weird.
Spectrum Scanner was better (and worth the price) when it ignored cover and cover provided a -1 to hit. The difference between a 4+ and 5+ to hit is a lot.
I mostly only have two things I'd like to see improved with OPR currently: 1: I think it's a shame that weapon options with more interesting special rules (and interesting combinations of rules) are so rare. Why not have, for example, a weapon with Lock-On and Blast(3), a melee weapon that heals you or lets you move 4" when you defeat a unit, ect. to spice the game up without adding much complexity. 2: I think charging $5/month for the points calculator is a mistake. OPR could learn a lot from the community by opening up their toolset and copying what others come up with.
Thanks for watching! Be sure to click the like button if you want to see more of these types of videos!
Thanks to Andrew for helping out! Go give Habes' Hobbies a sub!
And Happy New Year 🎉
Man, this Habes Hobbies dude sounds like a great guy. Should get him in more videos. Thanks for having me on Justin, was great to chat. Video turned out great! I really need to step up on my interview with you now.
Also lowkey freaking out about my dwarf prints after seeing the shots at 40:00.
Yea, I enjoyed it! Thanks to you as well. Maybe this'll turn into a regular series 😉.
Great review!
I've found that having a unit (single or combined) of Dwarf Miners with iron shotguns + fusions guns is really useful for taking care of those squishy backfield support units and vehicles.
Tunneler makes them hard to screen out, and they stand a good chance of killing or stunning a Tough(6) vehicle or small squad on the drop.
The main problem is that the unit is frail, so you really need to activate it first if possible. And if you drop multiple Ambush units in a turn, sometimes that poses activation priority problems.
Thanks for the comment!
I'm sure I'll get around to trying the miners eventually. I think they could be fun for narrative purposes if anything.
Hopefully you guys will do this with each OPR army that would be amazing! Great quality and helps a lot when building an army.
That bit about printing was very helpful. The only issue I've run into is that some of the models for Age of Fantasy have many supports close together that practically meld into each other. It doesn't affect the quality, but it makes extracting the model from the supports a pain.
Also, I am blown away by your build plate. Clearly I can learn a thing or two to step up my game and get more models printed!
I noticed that as well. I manually arrange my prints, but it looks like you use the auto function in Lychee. I assume you had no issues printing when doing so?
I did the math for the artillery gun. On average the Twin Fusion AA-Gun is getting .8 attacks through onto any unit, regardless of their defense, which means that on average it is dealing about 5 damage per activation (which can only be applied to one model). The Twin Heavy AA-Gun however is very dependent on its target's defense; On average it hits 2 times against def 2+, 3 times against def 3+, 4 times against def 4+ and 5 times against both defense 5+ and 6+. Meaning that on average, to a single big unit, the Twin Heavy AA-Gun is doing less damage unless the defense of that big unit is 5+ or 6+. Unsurprisingly the Twin Fusion AA-Gun is very bad against units of models that don't have tough.
Thanks! I almost want to put the fusion in the 3k points or higher category. Unless your opponent is bringing a lot of Tough 6 or higher units, it probably isn't worth it
I like that OPR is developing special characters. Its one of the disadvantages when compared to "other" games. The added flavor will make games more interesting, especially if the lore is well written. Balance is less of an issue with OPR. The players can quickly house rule anything thats ridiculously overpowered. 😊
I’m not a dwarf player, but this is a really well done video. Can’t wait to see what else you put out.
Thank you for the video.
I would like to point out that Breaking Rune targets an enemy model specifically, which is a very nice sniping ability (though whether this is dwarfy, I don't know).
Tunnelers sound very nice to me with the free swap to Shotguns. A combined unit popping up near an enemy unit with expected 10 AP(2) hits sounds fearsome to me.
Waiting for more! You have a nice interaction.
As a Dwarf player this is an amazing video! I’m taking notes!
Glad to hear it!
I’m not that into dwarfs but I really appreciate this content. Looking forward to more.
Thanks!
I am currently building a dwarf guild army! This is perfect timing!
Nice!
OnePage Rules is a great system, I love being able to get the rules buy a army pack and then print and paint it in the same day
I appreciated the printing/model review from the aspect of printing them bit especially.
i cant wait for the land train! my main plan with it is to make an escort mission type game where enemies of the guild has the objective to stop the train from reaching its destination
Thanks for that take on the army. Keep em coming ❤
Oooh i needed that video , thanks man !!
You're welcome! Hope it's useful for you :)
Great video! Idea of summaring whole army, its models and units is great. Please do more!
PS. Your minis look fantastic.
Very cool , thank you.
Great vid as usual!
I would love to see more of these for other factions
Love the faction focus
Thank you for that great video.
Do you plan similar videos for other armies?!
You're welcome! And no plans yet
Great vid, and good tip on the prints.
Thanks!
Nice been playing age of fantasy now I just need to convince people to play grimdark.
That is the hard part with most wargames :p
@@hauntswargaming yes I mean I understand right now I have vampires and there’s enough elves for 4500 points no heros or cavalry.
The medic training let's you give a champion or runemaster regen
I'm assuming you mean if you are joining the champ to a group of warriors. I don't think I would play it that way, but the wording makes it a bit of a grey area.
EDIT: nvm. I thought you were saying you could give the medic training to the champ
@hauntswargaming I run a runesmith with a plasma pistol attached to 5 warriors with shotguns and medic training. That way the entire squad has the same 12 inch range. They ride with a squad of 5 hammer elites in an apc backed by 6 bikes and a trike.
Medic training states the model gives regen to the entire unit. This includes anything attached to the unit
Makes a very dangerous armored spearhead that is crazy fast for a dwarven army. So I call it the dwarven inquisition cause no one expects it.
@@Glyff3083that sounds awesome
I'm pretty sure when the model with the medical training upgrade is killed the unit no longer has that rule. Since Heros don't take wounds until all other units are dead it is effectively only giving that regen on any volley that does enough wounds to kill the whole squad and hit the hero. The upgrade is attached to a specific model @@Glyff3083
@@Glyff3083what about when the body guard dies and then the hero separates? Not sure if they would keep the medical training then
I love the paint job you did. Could you please tell me what color you used for the warriors vs the powersuit guard? The warriors look more gray and the powersuits more blue, but they both work great together and with the orange accents.
I've had a few requests for a tutorial so I might be putting one out at some point.
@@hauntswargaming you should, I'd love that. In the meantime can you please tell me what paints you used for the gray and blue of the warriors and powersuit guard respectively?
@@S0u11ess It's a mixture of pro acryl coal black and a blue that I don't remember the name of.
@@hauntswargaming thanks!
Without digging into the rules, are the units being transported allowed to activate while inside the vehicle? They can't shoot, can they? then how could a champion activate to cast a spell?
I could be wrong, but I don't think there's any clarification on if the transport unit gets an activation if it doesn't disembark.
The unit inside the transport still gets their activation as normal, but can only use it to remain inside the transport or disembark. Units cant shoot (since they have no base on the table) but casters inside rhe transport can cast spells on the transport or on the units inside of it
@@DannyEastes That makes sense, thanks!
I think that grenade launcher upgrade is amazing. It gives 2 attacks, and it's indirect. I've been playing by myself lately on tts, and he's right about when you're trying things out, you already know what's going to happen, but I've been having fun by making all the 40k combat patrol sets into opr, and surprisingly all of them are easily 1600 pts on the nose, with a lot of different options to upgrade in different ways. Machine cult is trash, soul snatchers is insane, plague disciples is really good, orcs are very trash, and for the most part most armies are pretty balanced. I can't wait till gw releases the info on other combat patrol boxes.
I don't play OPR but I found the videos about it great. But I feel like having specific anti-regen options seem like a weird design choice. Investing in a gimmick the enemy may or may not have feels kind of weird.
Ehh Regen is fairly common and the abilities are dual purpose. They don't just counter Regen.
Spectrum Scanner was better (and worth the price) when it ignored cover and cover provided a -1 to hit. The difference between a 4+ and 5+ to hit is a lot.
I mostly only have two things I'd like to see improved with OPR currently:
1: I think it's a shame that weapon options with more interesting special rules (and interesting combinations of rules) are so rare. Why not have, for example, a weapon with Lock-On and Blast(3), a melee weapon that heals you or lets you move 4" when you defeat a unit, ect. to spice the game up without adding much complexity.
2: I think charging $5/month for the points calculator is a mistake. OPR could learn a lot from the community by opening up their toolset and copying what others come up with.