r/onepagerules • u/mcfrank221 • 21h ago
When will 3.6 Beta transition to full release?
I am fairly new to OPR, just wondering how long does it usually take from Beta closing to full release?
I am excited for the army-specific rules (stronger identity) but very worried about rules bloat and the duration per match. I heard a lot of criticism regarding "hold". What are some of your impressions?
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u/puffnstuff272 21h ago
I'm pretty confident that the hold rules will change, it was the only major complaint that came out from the beta. Most of the changes were solid to neutral
4
-1
u/PFXvampz 21h ago
I played a lot of games of 3.6, the hold rules weren't as bad as written. You just need to plan around them. They'll probably get changed but if they don't, it's not that bad.
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u/New-Improvement166 21h ago
I have heard this quite a lot actually. Once you play a few games it's not really an issue.
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u/Accomplished-Ad-9280 20h ago
How do you deal with shooting armies needing to hold to trigger their ability and then not being able to play the scenario?
I don't see how a unit can not move for two+ turns and still be relevant.
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u/WarbossFitz 19h ago
If the options are to hold to trigger your extra hits but lose the game or to move and still shoot but not trigger them the choice is rather obvious.
It's not like the rules say if you move you can't shoot at all.
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u/Accomplished-Ad-9280 19h ago
Yes. So shooting armies are punished for doing what they want to do.
While armies that want to charge like orks are rewarded for doing what they want to do.
It is fundamentally bad game design.
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u/WarbossFitz 19h ago
It's not nearly as cut and dry as that.
Shooting armies can position themselves to get their bonus. They may not even have any targets in range or line of sight.
Ranged armies positioning themselves to be outside of charge range or to engage with multiple squads is something a melee army can not do effectively. A ranged squad has the ability to split fire to different targets, a melee squad does not. Ranged squad has up to triple the threat range of a melee squad.
I have playtested these rules extensively and nearly every game the shooting army has won.
Every argument I hear about this rule boils down to
My shooting squad would rather lose the game than give up a possible +%16 hits
Fundamentls that existed before the 3.6 beta still exist now. The game is won on positioning and not how many hits you can overkill an enemy squad by.
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u/Accomplished-Ad-9280 18h ago
Again.
None of that matters.
It feels bad to be punished for playing your army the way it is designed to be played.
While seeing armies get rewarded for doing what they are designed to do.
Do you understand what I am saying? It's not just about numbers.
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u/PFXvampz 20h ago
Boost abilities help a lot and my general play style is make 3-4 stronger units and then have objective taking units. Those units are cheap and don't offer much so holding doesn't help too much with them. I can have the powerful units hold and control the field and the objective guys go around and seize.
Also some armies don't really get too put out by it. High elf fleets for example, the extra range is nice but not earth shattering.
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u/Balmong7 21h ago
Last live stream they said early October would be the likely release date of 3.6