Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Selreik

5
Posts
A member registered Jul 07, 2025 · View creator page →

Creator of

Recent community posts

Thanks for you effort ;) It's quite straight forward (from my point of view ;) 

Casualties: See special rule "Growing numbers". You fight in melee, you win the melee, you apply the special rule "Growth(X)" to your unit where X is the number of wounds the opponent unit receives.

Max. units: See special rule "Growth(X)". Units can't get bigger than their unit size according to your army sheet. That's basically the unit size you would deploy your unit with in a standard OPR game.

Did you find the wording of special rules "Reinforcements" and "Fortify" easier to comprehend?

If you would try a game, I'm confident you would make it right!

(3 edits)

Thanks for your compliments and thoughtful comment!

I don't think it's decided in turn 1 as the real melee engagement would mostly rather take place in round 2. The idea is that models generated by special rule "Growing numbers" go back and forth between the players.  There's the tactics element of arranging your units so you can strike back. Like feeding an opponent unit with your weak units, then killing it with your elites. I saw the deciding fights rather in turn 3.

But you're probably  right about horde armies. Fixed 3 wounds to start with, also ignores point costs of the unit. But yes, it's same conditions for both players, so interesting what to make out of it. 

By now, I found out some army restrictions would be useful. Heaps of Wizards, artillery and high quality long range shooting rather changes the gameplay in a not intended way. Also are taking wounds out of the game. By now I'd also give every hero automatically warning cry, just because units like Goblin's nasty assassins break the game with surprise attack and 1 inch ambushing. 

But yeah, usually you start AOF with two armies and they thin out during the game. This I wanted to turn around into a growth mechanic. And story and motivation wise build up around heroes with themed victory condition.

Very cool idea, I like it! imho the clone modifier could be something more special tho. also there's an exploit, seting a cheap unit aside and not putting it on the table, automatically denying the opponent the 2 VPs for destroying that unit. Still like it! :)

I'd think the mission would benefit from more markers that are more widely spread in order to make it more probable to generate wither and growth tokens. 

Hm, actually ambushers cant seize or contest objectives in the round they arrive. What about the reinforcements?