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![[Post New]](/s/i/i.gif) 2014/05/23 09:39:18
Subject: One Page 40k
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Regular Dakkanaut
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Hi Nydus,
the canoness is supposed to be 40pts, so im going to fix that.
Equipment purchases are only limited by how many models you can upgrade, so its the B in your example.
As for assistants (and actually upgrade limits in general), we like the idea of having to make choices in our games, and so we don't want to have squads where you can just upgrade everything.
Of course if you wish you can house rule your own equipment system, just make sure to follow the appropriate point costs when doing so.
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![[Post New]](/s/i/i.gif) 2014/05/23 23:47:47
Subject: One Page 40k
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Guardsman with Flashlight
Somewhere...beyond the Dakka...my gun is waiting for me...
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OnePageAnon wrote:
As for assistants (and actually upgrade limits in general), we like the idea of having to make choices in our games, and so we don't want to have squads where you can just upgrade everything.
Of course if you wish you can house rule your own equipment system, just make sure to follow the appropriate point costs when doing so.
Thanks for the reply. I'm sure its partially the programming of my lizard brain looking at what equates to a CCS and thinking it should operate the same as a CCS. Still thought I'd look for a little insight. Also because common sense isn't especially common.
Follow up question however. IG Commander's Order ability.
Officer: Once per round you may declare one non-vehicle/walker unit within 12” of this model and take a Quality test. If successful, the unit may immediately use any action, even if it had been activated already. This does not count as its activation.
Is it the Officer unit taking the Quality test, or the unit chosen taking the Quality test? It seems like it'd be the Officer unit taking the test, but just checking to be sure.
Edit: Also.
Deathstrike Missile: Once per game you may place a marker anywhere on the table.
At what point during the Deathstrike Missile firing process are you required to place the marker.
And finally, because I have a feeling I might keep doing this if I don't stop after this question,
Indirect: This weapon may be fired at enemies that are not within line of sight, and it ignores cover from sight blocking terrain. The target unit gets +1 dice to blocking.
Do multiple Indirect weapons fired from a single unit into another single unit grant multiple bonus block dice. Example: Player GLORIOUS IMPERIAL GUARD's "Entirely Not Compensating" Basilisk with 3x Mortar (Indirect) fires at a group of Player KHAAAOS' "Death" Metal Marines and scores a very fluffy six hits. (Slaanesh was clearly not pleased.) Do those MIGHTY AXE wielders get A) 7 bloated block dice (6+1 for Indirect rule) or B) 9 manipulative block dice (6+1 for each weapon with Indirect rule)? (Note: Nurgle and Tzeentch will be watching your answer carefully.) I'm thinking its Tzeentch in this case.
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This message was edited 2 times. Last update was at 2014/05/24 04:58:43
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![[Post New]](/s/i/i.gif) 2014/05/25 14:31:07
Subject: One Page 40k
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Regular Dakkanaut
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Hi Nydus,
in theory the officer takes the test, but i will re-write it to make it clear, and maybe ill switch it to be the unit (so it ties in with gw rules).
You place the marker when it is activated, so i will re-write it to make it clear.
Its one per unit, and again i will re-write things to make them clear.
Thanks for the feedback!
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![[Post New]](/s/i/i.gif) 2014/05/26 00:09:58
Subject: One Page 40k
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Guardsman with Flashlight
Somewhere...beyond the Dakka...my gun is waiting for me...
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OnePageAnon wrote:
in theory the officer takes the test, but i will re-write it to make it clear, and maybe ill switch it to be the unit (so it ties in with gw rules).
Thanks for the feedback!
Thanks for the reply. I don't mean to be a bother. I sort of realized midway thru that previous post that the 'Most Important Rule' might've been written especially to avoid these kinds of questions.
Frankly, as far as the Order is concerned, I'd say stick with your original intention. If you make it the Ordered Unit taking it without giving them a way to improve their quality on the matter, it will make the Commander substantially less useful. It would be limiting reasonable usage of orders to Veterans, Stormtroopers, and Ogryn. As it is, things like groups of 9 Ratlings with Quality 2+ FP2 Snipers seem like they'll just annihilate things (statistically 15 hits per activation for a full squad), and you can get a third of a squad in place of a decently kited out Commander with Assistants. Since the Tank Commander is functionally a more expensive and flimsier Leman Russ, there's not even much a trade to be had there, either. Your mileage may very.
As with all advice I offer without solicitation, feel free to ignore me. I still need an opportunity to actually play the game.
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This message was edited 1 time. Last update was at 2014/05/26 05:12:41
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![[Post New]](/s/i/i.gif) 2014/05/26 08:00:22
Subject: One Page 40k
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Regular Dakkanaut
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Well my idea was that the ordered unit must take a morale test, which would then interact nicely with commissars if the unit fails its order test.
As fro the leman russ commander, he is not flimsier than a regular leman russ, he is actually better!
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![[Post New]](/s/i/i.gif) 2014/05/27 22:34:33
Subject: One Page 40k
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Guardsman with Flashlight
Somewhere...beyond the Dakka...my gun is waiting for me...
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OnePageAnon wrote:Well my idea was that the ordered unit must take a morale test, which would then interact nicely with commissars if the unit fails its order test.
As fro the leman russ commander, he is not flimsier than a regular leman russ, he is actually better!
Yeah, I tend to forget the Quality 3+ on the Tank Commander, so he does get tougher with the more dice you throw at him. It has to do with the unfortunate history of my dice and how they hate me.
However, I'm not sure taking a Morale test is the best idea, unless you specifically write in a clause that says "Failing this does not cause the unit to run away". Also, although I approve of the grimdarky nature of a Commissar shooting someone because they didn't listen to their orders, I kinda feel bad that Conscripts will be even further down the list of useful units since they're only Quality 6+ and, effectively won't be able to receive any orders. Maybe let some of those units that are 5+/6+ buy an upgrade to improve the chances of passing their test? The Commissar sort of counts since a 5+ rerollable is the same as a 3+ apparently, but considering the power of those Orders, it'd be something worth spending on.
Also, a quick question about the Commander's Order ability. Can it be done at any time? Seems like IG will almost always get the first shot then, if they want.
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![[Post New]](/s/i/i.gif) 2014/05/27 23:46:08
Subject: One Page 40k
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Regular Dakkanaut
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Hmmm... i will try and re-work the officer so that he takes the quality test, but commissars still make a difference when failing. Anyway the commanders order is given on his activation, so i will put that in there too!
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![[Post New]](/s/i/i.gif) 2014/05/31 05:53:36
Subject: One Page 40k
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Guardsman with Flashlight
Somewhere...beyond the Dakka...my gun is waiting for me...
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OnePageAnon wrote:Hmmm... i will try and re-work the officer so that he takes the quality test, but commissars still make a difference when failing. Anyway the commanders order is given on his activation, so i will put that in there too!
Yeah, I played my first game of this recently. IG vs DE. Sadly, my friend fatally misunderstood the nature of this game's beast, though to his credit he did take quite a bit of my forces along with him while being at a significant disadvantage.
I was running a pseudo Hammer & Anvil list revolving around 3 Scouting Melta Stormtrooper squads and 2 Manticores hammering while a full squad of vanilla Ogryn charged unimpeded as the Commander hung out with his Plasma Vets having smoothies and yelling at the Ogryn to run faster. His list involved his favored Grotesques & a murder-type Archon stuffed into a Raider which was supposed to head for my lines. He also had a group of Wracks with two Snipers, a squad of Incubi with some Flamers, two groups of vanilla Kabalites, and a Ravager.
We built the terrain and then realized that the rules didn't require any particular pair of table edges to be chosen. As a result, I chose to deploy on a short edge rather than a long one. Considering how much Scout I was using, this kinda didn't do me any favors either way, except my Ogryn & Vets had further to go to get into combat. By comparison, however, it meant that, if the Scouting went badly, he'd spend most of the game trying to get my Manticores & Vets while under fire, which could, in theory, give me the space I needed eek out a win.
Setup involved me hiding Manticores behind line of sight blocking terrain, stuffing the Vets into a forest, the Ogryn right down the middle, and then letting him put his gun line out before sticking my Stormies 12" from his nose. I got the first turn and made his Raider vanish beneath 10 melta dice worth of pain, which killed off a couple Grotesques. My dice had clearly heard me bad mouth them on the forum and decided that they'd make me look like a jerk by rolling well for the first half of the game. They also apparently got his dice in on the action because he sadly couldn't roll above a 3 reliably. My Stormies weathered some dakka quite nicely and blew several more holes in his gunline while one Manticore repositioned and the other blew its rocket-based load all over the Ravager, failing to kill or even track it. He'd placed the Incubi and a squad of Kabalites behind LOS blocking cover, which required him to spend activations moving them into a good firing or charge position. Two of my three Stormtrooper squads got to fire twice, doing extensive damage with those incredibly dirt cheap Meltaguns. His Ravager, most of a Kabalite squad, a few Incubi, and an entire Wrack squad were slagged thru sheer dice output as a result.
He eventually got his dice back into rolling form and tore into my three Stormtrooper squads, and I lost a few activations on my Manticores as I learned a very valuable lesson about vehicles in 1Page. They are about as maneuverable as a drunken, pregnant void whale who's just licked Doomrider after a Warp bath. Once they'd fired their combi-missile launchers, they were down to two measly heavy bolters, and managed to shave a model or two off a few squads. It seriously took 2 activations in order to get out from behind a building.
The Ogryn ran straight for the Grotesques, who were forcibly disembarked by melta fire, but made up for it by utterly obliterating the Stormtrooper squad who shot them in melee. The two Deathstars clashed, and the mauled Grotesques unit led by an Archon managed to get the charge on the Ogryn because I wasn't sure I was going to be able to Order them into position (and I didn't bother to think about it, honestly). My Vet squad, realizing they were gonna miss the fight entirely due to not being anywhere near the fighting, started heading out under the Officer's yoke, running and running some more until they could finally shoot. Just in time as the Incubi devoured a completely intact Stormtrooper squad who hadn't gotten to fire that turn. They ate Plasma fire and a Hunter-Killer Missile + 2 Heavy Bolters, taking them down to one model. The remaining model passed his leadership test and got to use that Flamer on my Veterans, which made my friend sad because he realized he was only getting D3 hits from it, which failed to kill even a single Veteran.
A full squad of Kabalites, on the other hand, had a very different effect on the Veterans, massed assault rifle fire put four of them down and that's when I finally started abusing my Officer's orders (previously, I'd been using those Orders to get my units anywhere near the fighting). Since we didn't have a ruling at the time, we agreed it could be done at any time in the phase. Even though he went first, I popped the Order to pull my Vets back 6" and bloodied the only unit that could still hurt them, a squad of Kabalites. Their next activation mulched much of the remainder of that enemy squad, and my lower Manticore gibbed the final Incubi with heavy bolter fire. Meanwhile, the Ogryn and Grotesques took turns punching each other in the face while the Archon merrily chopped away. In the end, the Ogryn emerged victorious, specifically a single Ogryn, with like 1 wound, managing to feed the Archon the poisoned weapon he'd been killing them all with.
I believe, when the game ended Turn 4, I had two Manticores, 1 Ogryn, and about half a Vet squad left with my Commander, while he had pretty much 1 partially singed squad of Kabalites remaining.
What I learned?
1) Scouting anything is filthy. Each of those 200 point Stormies meant I get to delete a vehicle or a portion of a squad, and potentially do it again to another.
2) Melee that isn't Scouting needs to be a Distraction Carnifex to be useful. The Ogryn served well as a counter-charge unit, but the Stormtrooper squads did most of my heavy lifting that game.
3) Flamers need love. Compare the Flamer (5 pts D3 FP) to the Meltagun (10 pts 5X FP). Its no contest at all. Flamer has literally nothing going for it.
4) Replace those Veterans with a Squad of Scouting Stormtroopers so that my Commander can be up there with them, abusing that extra action.
5) Transports are death traps. Never use. Taking auto hits across an entire squad is a quick way to lose half your squad. Better to spend those points on more dakka.
6) Poisoned Weapons are murderous. Forcing re-rolls on successful blocks turned what should've been a relatively one sided engagement into a very tight conflict.
7) Manticores were underwhelming. Should've used either Basilisks with Linked Battle Cannon (Indirect), or a pair of Hellhounds with two Multi-meltas.
On the topic of Flamers, I can think of a few ways to fix it. Give Flamers a rule similar to the 'X' damage type against vehicles. I.E. Double the number of hits against Infantry. That way, you're really doing 1D3x2 (2-6) for each Flamer instead of 1-3. Alternatively, there could be a rule similar to 40K's melta rule involving distance. You get an extra dice worth of FP every 6" closer you are to the target from max range I.E. Flamer at 12" = 1D3. Flamer at 6" = 2D3. Same applies for Heavy Flamer. Makes the Torrent on the Hellhound that much more appealing. (Hellhound rolling an extra 12" distance fires its Heavy Flamer at 6", dealing 4D6 FP.) Although, frankly, I think the Torrent rule should just add 12" since the randomization of distance makes it too unreliable. Better to simply close in and hit with two Heavy Flamers (or just buy two Multi-meltas for 30 points and dish out 10 dice at 24" safely and reliably). A final alternative is to make Flamers auto hits. So that its not 1D3 FP, its 1D3 hits. This makes them very desirable for low quality units who might not hit things often otherwise, while higher quality units can still benefit from them. (Its an average 1.5 hits that a 4+ Quality unit would need a 3 FP weapon to have.)
Frankly, I think the auto hits on passengers devalues the transport too much. You're actually safer 'outside' the transport since the enemy will have to roll their quality for shooting before you roll your quality for blocking. Perhaps alter the Transport Destroyed effect to be either a random number of hits ( 2D6?) or change the auto hits to 4+ hits. (Example: A transport carrying 10 models gets destroyed. The owning player rolls 10 dice and assigns the squad a hit for every 4+ rolled. They then block like normal.)
Anyway, just my thoughts on my first game.
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This message was edited 1 time. Last update was at 2014/05/31 05:55:58
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![[Post New]](/s/i/i.gif) 2014/05/31 17:16:37
Subject: One Page 40k
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Regular Dakkanaut
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Today we bring you a small but exciting new game: Grimdark Racing!
Grimdark Racing is a racing game inspired by mario kart and crash team racing which allows you to play with up to 8 friends, challenging them to a deadly race.
So get your awesome vehicle conversions together, create some crazy tracks, and have fun: http://onepagerules.wordpress.com/portfolio/grimdark-racing-v0-07/
*EDIT*
@nidus: loved reading that batrep! anyway all DX weapons always get +1 FP, so a flamer is actually 2-4 FP instead of 1-3 FP. i'll give your other suggestions a thought and see what i can do, especially the transport issues!
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This message was edited 1 time. Last update was at 2014/05/31 17:35:37
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![[Post New]](/s/i/i.gif) 2014/06/13 22:33:36
Subject: One Page 40k
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Regular Dakkanaut
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Hey everyone, today is a bit of a special day.
After exactly two months of being online, OPR has just reached over 6.000 downloads and so we were thinking of getting back to the community in some way for all the support.
Right now we are thinking of making some sort of small show in podcast or vlog format (weekly? monthly?), where i and other artists/designers talk about the state of wargaming and answer your questions (20-30min long).
In order to do this we need to see if there is enough interested to make this worth everybody’s while. If we gather at least 50 subscribers on our channel we will start working on getting the videos out. Of course the more people are interested and the more subscribers we get, the more effort we will put in having the videos come out as often as possible, maybe even get other wargaming people on board.
So, if you or anyone you know would be interested in making this happen, then subscribe to our youtube channel here: https://www.youtube.com/channel/UCPK_KsPCLj2T-Gs0LaqXV2g
Thanks for the support and happy wargaming!
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![[Post New]](/s/i/i.gif) 2014/06/27 02:31:33
Subject: One Page 40k
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Regular Dakkanaut
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Hey guys,
today we are updating our 40k and Kill Team systems to a new version which completely re-designs how psykers and psychic abilities work. We decided to expand on the psychic portion of the game, allowing you to upgrade your mastery and pick whichever powers you want. In addition to that we added advanced rules for denying the witch and perils of the warp, just to give psychic combat a little more spice.
Here are the latest rules, enjoy! http://onepagerules.wordpress.com/
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![[Post New]](/s/i/i.gif) 2014/07/14 17:19:17
Subject: One Page 40k
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Regular Dakkanaut
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Today we are excited to bring you our latest release: Deathball.
Deathball is a brutal sports game set in the warhammer world ( 40k/Fantasy) that provides a fast moving and action packed experience. Take the role of the coach, assemble your team, and break the opposing players in half!
You can find the rules here: http://onepagerules.wordpress.com/portfolio/deathball/
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This message was edited 1 time. Last update was at 2014/07/14 17:20:01
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![[Post New]](/s/i/i.gif) 2014/07/24 23:01:11
Subject: One Page 40k
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Fixture of Dakka
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*edit* wrong thread.
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This message was edited 2 times. Last update was at 2014/07/25 01:28:42
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2014/08/25 10:41:57
Subject: One Page 40k
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Regular Dakkanaut
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After many delays due to its sheer length and issues with the cover art we have decided to not make you wait any longer, and so we are releasing One Page Fantasy!
One Page Fantasy uses an alternating phases system which creates epic regimental battles and allows for deep tactical choices, and is built to play great even at smaller scales, needing no more than a battalion box to start playing.
You can find the rules here: http://onepagerules.wordpress.com/portfolio/one-page-fantasy/
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![[Post New]](/s/i/i.gif) 2014/10/19 20:09:24
Subject: One Page 40k
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Regular Dakkanaut
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As some of you may know, we have been working toward updating all of our core system to 2nd edition for a while, and it shall probably take a few more months before we roll them all out. Fear not however, because today we bring you something completely different: Hammer Wars!
Hammer Wars is the first in a series of system-agnostic games that we are going to release over the coming months. Basically these are games designed to be played with any miniatures you have, regardless of manufacturer.
Today’s release is a small-scale miniatures wargame inspired by RTS video games. In an alternate universe where battleships from the 41st millennium have crashed on the warhammer world, get ready to fight where fantasy meets sci-fi!
You can find the rules here: http://onepagerules.wordpress.com/portfolio/hammer-wars/
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![[Post New]](/s/i/i.gif) 2014/11/10 06:34:24
Subject: One Page 40k
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Regular Dakkanaut
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Hello everyone,
it's been a while since we updated 1p40k and today we got big news. We are releasing the 2nd edition of 1p40k, with updates to all rules, advanced rules, armies and to our campaign system. The list of changes and updates is far too big to cover it here, so just take a look at it yourself!
You can download the rules here: http://onepagerules.wordpress.com/portfolio/one-page-40k/
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![[Post New]](/s/i/i.gif) 2014/12/21 19:08:18
Subject: One Page 40k
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Regular Dakkanaut
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Hello everyone,
We are proud to announce the release of our newest game: Army Men Combat!
Army Men Combat is the second in a series of system-agnostic games that we have been releasing (the first being Hammer Wars), which are basically games designed to be played with any miniatures you have, regardless of manufacturer.
Today’s game is a throwback to 1st edition 1p40k and its mechanics. The game is fast and fun, and as always fits on a single page. Whilst when this idea first popped in my head i thought of it as a game played with green army men, this system works well with almost any miniatures, from ww2 to modern to sci-fi and more!
The whole team at OPR wishes you happy holidays, and we’ll be back early next year with some exciting new releases!
You can find the rules here: http://onepagerules.wordpress.com/portfolio/army-men-combat/
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![[Post New]](/s/i/i.gif) 2015/01/04 19:26:06
Subject: One Page 40k
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Regular Dakkanaut
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As announced in our early 2015 release schedule post ( http://bit.ly/1BmD80x) today we are updating 1p40k to v2.5!
This latest release features lots of little tweaks to the rules and layout, making the game even more compact, balanced and fun. You can find the latest post which describes some of the changes on our blog ( http://bit.ly/1yoBTyn), and you can find the rules here: http://onepagerules.wordpress.com/portfolio/one-page-40k/
Happy Wargaming!
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![[Post New]](/s/i/i.gif) 2015/01/18 18:54:34
Subject: One Page 40k
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Regular Dakkanaut
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Have you been enjoying the new version of 1p40k?
Well here is a new version of 1pKT! This new version of the game was streamlined to be even faster and more exciting than before, without some of the clumsy mechanics that the old one used to have.
Kill Team is perfect if you have a handful of miniatures on your hand and you want to just have a quick and fun game, or introduce new players to the hobby. Check it out!
You can find the rules here: https://onepagerules.wordpress.com/portfolio/one-page-kill-team/
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![[Post New]](/s/i/i.gif) 2015/01/19 23:05:47
Subject: One Page 40k
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Cultist of Nurgle with Open Sores
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I just stumbled on the One Page 40K rules today. Having a day off, my roomate and I made up a quick 500 point army list and threw down on a 3'x3' board to make up for the low model count. Chaos Marines vs Dark Angels. I have to say, I really like these rules. I still like 7th ed. 40K but have been on the look out for a simpler ruleset for eventually playing larger games, or smaller skirmish ones. I think you did a great job of allowing for fast paced games with a ruleset that doesn't constantly need players to reference it.
I will definitely be going back to this ruleset for when my friend and I don't feel like spending hours playing a 7th ed. game, and I've looked over the Kill Team rules as well and I really can't wait to give those a try. I don't like GW's KT rules and these are a welcomed change.
All in all, great job OnePageAnon. I'm happy you've kept the army lists up to date. And I can't wait to see where you take the rules next!
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2,500 pts. | 3,200 pts. | 4,000 pts. | 2,000 pts | 2,500 | 3,000 pts. |
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![[Post New]](/s/i/i.gif) 2015/01/20 23:47:01
Subject: One Page 40k
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Slaanesh Chosen Marine Riding a Fiend
Maine
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I guess this seems like an easier version of it all. But I'm looking at the Ork list and my head hurts. Our 'quality' is still as poor as before if I'm understanding this all right, but we cost...more? I'm sorry...what? Why do 3 boyz cost 40 points? I get that guns overall are streamlined and samey...but 5 points per to get a 'shoota' is silly. Especially when the average kill team will still be roughly 200 points...
I get they are fearless, that's nice to get that back, especially in a very small squad but...really? Roughly 8 points in point cost PER BOY for the same essential 'statline'?
Gretchen costing double? For same things they do now, no upgrade options...no special rules given...
A Shock Attack Mek in a 200 point game, even in a 300 point game, would be so costly, I don't think I could even consider bringing it...the weapon going up 20 points and the Mek itself going up 10...
I dunno. At face value, I don't like it. Maybe I need to try it before knocking it.
I also dislike how the Warboss cannot join Boyz if he wanted too because their quality differs. x.x
Edit: Ok, doing some reading and some of this might not be so bad.
Though I must ask, if you Deep Strike, can you assault? I don't recall seeing rules stating otherwise. I'm wondering for the sake of the Weirdboy.
Also...do Deffguns ignore the fact that Indirect gives the unit cover? As Cover is worded, they count as being armored...but Piercing ignores the armor rule, which is being granted by cover...was this on purpose?
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This message was edited 3 times. Last update was at 2015/01/21 02:32:06
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![[Post New]](/s/i/i.gif) 2015/01/21 20:16:30
Subject: One Page 40k
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Regular Dakkanaut
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Hi Melevolence,
I'm not really sure what you are comparing the point costs to, are you comparing them to regular 40k or to 1pKT v0.13 or something?
If you are comparing them to regular 40k then you should know that this game uses its own way of calculating point costs, and if you are comparing them to 1pKT v0.13, then the price of Boyz has not really changed.
Deffguns ignore the cover granted by the Indirect rule thanks to their Piercing rule, making them really deadly. Deep Strike does not stop you from assaulting, however if you prefer to play it that way its not a problem.
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![[Post New]](/s/i/i.gif) 2015/01/22 16:57:12
Subject: One Page 40k
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Ancient Space Wolves Venerable Dreadnought
I... actually don't know. Help?
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Say I wanted to do a batrep using the Army Men rules, what subforum do I post it in?
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![[Post New]](/s/i/i.gif) 2015/01/23 01:57:02
Subject: One Page 40k
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Regular Dakkanaut
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If you post it on the official forums ( http://onepagerules.proboards.com/) that would be much appreciated, if you have some nice pictures i can also make a blog post about it!
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![[Post New]](/s/i/i.gif) 2015/02/27 16:24:54
Subject: One Page 40k
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Resolute Ultramarine Honor Guard
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Pardon if one month pushes into Thread Necromancy...
This is awesome. Just finally got around to familiarizing myself with these rules. I've got 16 high school boys I'm teaching table top board-gaming in 2 weeks. I own oodles of 40k models, but teaching that many 40k was just an unrealistic proposition.
What a blessing this ruleset is. Very clever. Thank you good sir!
To all Dakka-ites, if you haven't checked this out... I strongly encourage it.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2015/03/22 18:49:05
Subject: One Page 40k
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Regular Dakkanaut
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Hi Everyone,
Today we are posting a new update for Army Men Combat, which adds a lot of unit variety and flyer rules. We have also cleaned up the core rules and introduced a new activation system, which should make things even more fun!
Army Men Combat can be used as an alternative to the GW rules to play fast and simple games using your 40k miniatures. This update introduces flyer rules for the first time in one of our system, and should serve as a sneak preview of how we are intending to handle flyers in 1p40k sometime in the future.
Get the game here: https://onepagerules.wordpress.com/portfolio/army-men-combat/
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![[Post New]](/s/i/i.gif) 2015/03/22 23:29:44
Subject: Re:One Page 40k
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Ultramarine Scout with Sniper Rifle
USA
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Thanks to the One Page Team for creating this. Having tried to do the same with converting 40K to Tommorow's War rules I know how much work this can be. I found that after 20 hours of work just doing Codex Space Marines I had created something just as unwieldy as what I was trying to replace. Cutting down literally hundreds of rules and exceptions to rules to just 16 pages while still keeping the "feel " of 40K is to be commended. Well done and thanks for making this game more enjoyable for many of us.
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![[Post New]](/s/i/i.gif) 2015/04/05 20:41:30
Subject: One Page 40k
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Regular Dakkanaut
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Hello everyone,
In this latest update we are introducing the 1p40k Beginner's Guide, which is a step-by-step guide to playing miniature wargames for novice players.
Today we are also celebrating OPR's one year anniversary. We have written up a little re-cap of how OPR got started, and have put together a series of interesting stats on our progress in this past year for you.
Read the update here: https://onepagerules.wordpress.com/2015/04/05/beginners-guide-opr-anniversary/
Happy Wargaming!
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![[Post New]](/s/i/i.gif) 2015/04/19 19:58:24
Subject: One Page 40k
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Regular Dakkanaut
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Hi everyone, Today we are excited to release the final ruleset in our series of system-agnostic games: WarStuff.
WarStuff is a skirmish wargame that you can play with anything you like. You can have space nazis fight plastic dinosaurs, superman battle against space marines, or even just see your candy-bars duke it out, anything goes!
Download WarStuff here: https://onepagerules.wordpress.com/portfolio/warstuff/
Happy Wargaming!
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![[Post New]](/s/i/i.gif) 2015/04/20 03:11:42
Subject: One Page 40k
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Floating Firefly Drone
Canada
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I just found these rules and I am really excited!
Two questions about one page 40k, are the miniguns on the monolith supposed to be tesla and would there be a point change if I wanted to house rule them as gauss? I am really happy you are doing this and thank you for coming here to tell us!
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5000pts Necrons
5000pts Salamanders
Battle for Zycanthus box set
Bunch of old Heroscape stuff |
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