Hi everyone,

We’re happy to announce that we’ve completed Wave 1 of our army balance updates and that you can find all of the new files in the respective army folders for each game already.

This was a lot of work because whilst we “only” updated 12 armies some of them had multiple sub-armies inside of them, so we actually updated a whole 20 factions. Then each army has to be updated for both large-scale as well as skirmish, so yeah… 300+ units have been updated and this is only Wave 1. :D

Anyway, enough of the numbers, let’s get to the actual meat of the update!

Changes to Firefight & Skirmish

The army update comes with general game updates, as well as a with one major change for all of our skirmish games: We are switching back to having grouped units act as groups in the game, instead of having them act as individuals.

Whilst working on the patch we realized that whilst it was fun to have every model act as an individual, the games were not designed with that amount of low-cost models being able to act independently in mind. This means that there are a lot of imbalances that are coming out of it that would require us to change the game into a completely different direction, re-work the point calculator, and more.

Since we have no intention to have our skirmish games to diverge too far away from the large-battle games (since we want it to be easy to hop from one game to the other), we are just going to switch back to the old system. Truly this switch is nothing big, just activate those low-cost models as a unit again and you’re good to go. :)

General Game Changes

The rest of the changes aren’t that big, but there’s one important thing that we’d like to address before going into them: We’re going to be temporarily removing the Full Color versions of our files and only have Black & White versions for all of them.

As you read above we are working with a LOT of files for our games, and putting everything together we’re dealing with ~100 files right now. Having each of these files both in Full Color and Black & White is adding an insane amount of work to our already busy schedule, and we simply can’t afford to continue having both right now.

This doesn’t mean that we’re getting rid of our new Cover Art or Illustrations, so those are still going to be part of the rules. If you want to save on ink simply don’t print out the Cover Art page from the Full Rulebooks or the first Background Story page from the Army Books.

Currently we’re looking into ways of maybe having dynamic files that allow you to choose between different options with just 1 single file, but no promises on that yet.

Anyway, here the full changes:

Fear now counts as dealing +D3 wounds for melee results (GF + AoF)

Fear now counts as dealing +D3 wounds for wound effects (GFF + AoFS)

Furious now gives +1 attack with a weapon of choice when charging

Rending was re-written to be clearer

Artillery now gives the unit Defense 2+ against shooting attacks

Fire Breath now deals 3 automatic this with AP(1), clarified that needs line of sight

Units with multiple models are activated as a single unit instead of individuals

Special rules with a “bubble” effect had their range raised from 3″ to 12″

Units within 12″ of a hero can now use his quality for morale tests

Spell effects can now be spread by up to 6″

Because we are updating armies in different waves this might lead to some quirky situations in terms of point cost balance or the way spells and special rules work.

The only way to avoid this would be to release all the updated armies at once, but since that might take a long time and we are updating them in order of popularity, we think it’s not fair toward our players to hold on to a finished product for longer than necessary.

We hope that any imbalances won’t be too bad and that we’re going to finish updating all of the armies quickly so everyone can enjoy! :)

Wave 1 – Grimdark Future Patch Notes

Finally here are the patch notes for Grimdark Future.

Battle Brothers

Added new melee upgrades for heroes

Re-worked rules for Energy Swords, Energy Hammers and Energy Claws

Re-worked Gravity Pistols and Gravity Rifles

Re-worked Pathfinder Bikers, Brother Bikers and Support Bikes

Added new ranged upgrades for Pathfinders

Added new ranged upgrades for Support Bikes

Re-worked Advanced Tactics

Re-worked Psychic Spells

Added new melee upgrades for Destroyers

Artillery Cannons now have the Repair rule

Attack Walkers have a new Stomp attack instead of Impact

Prime Psychics can now be upgraded to Psychic(2)

Added new ranged upgrades for Prime Brothers

Raider Squads now have Furious instead of Fear

Added new melee upgrades for Raider Squads

Prime Light Walkers and Attack Walkers have a new Stomp attack

Raised the Tough value of all Prime Brothers vehicles

Blood Brothers

Re-worked rules for Energy Swords and Energy Hammers

Re-worked Gravity Pistols and Gravity Rifles

Blood Walker had a new Stomp attack instead of Impact

Re-worked Psychic Spells

Custodian Brothers

Re-worked rules for Energy Swords, Spears and Swords

High Sister no longer has Fear but can have Furious, Relentless or Scout

Vigilant Sisters now have Furious

Prosecution Sisters now have Relentless and are armed with Prosecution Rifles

Hunter Sisters now have Scout

Custodian Walkers have a new Stomp attack instead of Impact

Re-worked the Anti-Psychic rule

Dark Brothers

Re-worked rules for Energy Swords

Re-worked the Dark Resolve rule (which is now called Grim instead)

Added new melee upgrades for Dark Destroyers

Re-worked Heavy Maces and Heavy Flail for Destroyer Knights

Re-worked the Black Bikers

Added new melee upgrades for Knight Bikers

Watch Brothers

Added new ranged and melee upgrades for Death Watcher

Re-worked the Tactical Master rule

Re-worked rules for all melee weapons

Re-worked Gravity Pistols and Gravity Rifles

Knight Brothers

Re-worked the Aegis and Teleport rules

Knight Champion now has Combat Master

Re-worked rules for all melee weapons

Removed the Brotherhood rule, units can now upgrade any model with Psychic(1)

Re-worked the Purifiers upgrade for Knight Brothers

Purgation Brothers now have Relentless

Re-worked the Paladins upgrade for Knight Destroyers

Knight Walker has Tough(18) now and a new Stomp attack instead of Impact

Re-worked melee upgrades for Knight Walkers

Re-worked Psychic Spells

Wolf Brothers

Counter-Attack rule has been re-worked

Re-worked all melee weapons

Reworked melee and ranged upgrades for Wolf Destroyers

Re-worked Cyborg Wolves

Re-worked Wolf Riders

Wolf Walker has a new Stomp attack instead of Impact

Re-worked Psychic Spells

Orc Marauders

Added new melee upgrades for heroes

Re-worked the WAR! special rule

Removed the Mad Doctor, units can now upgrade with a Mad Doctor instead

Shamans now have Pistols and can access other hero upgrades

Goblin Herds have a new Goblin Herder upgrade and ranged weapon upgrades

Re-worked ranged upgrades for Orc Mobs

Jetpack Orcs now have melee and ranged upgrades

Re-worked ranged upgrades for Commandos

Re-worked ranged and melee upgrades for Specialist Orcs

Orc Pirates have new ranged weapons and upgrades

Re-worked melee upgrades for Boss Mobs

Ultra Bosses now have Tough(3) and their melee upgrades were re-worked

Orc Bikers and Boss Bikers have been re-worked and have new ranged upgrades

Boss Trikes now have Tough(6) and Relentless and have new ranged upgrades

Orc Helicopters now have Defense 5+ and Tough(6) and upgrades were re-worked

Re-worked Psychic Spells

Looted Trucks and Battle Trucks now have a Heavy Machinegun

Goblin Walkers and Orc Walkers have a new Stomp attack instead of Impact

Orc Walkers have new melee upgrades

Re-worked ranged weapons for Beast Buggies

Blaster Buggies now come with Stick Grenades

Re-worked ranged weapons for Goblin Artillery

Combined the Brutal and Cunning Titan into one and added new upgrades

Human Defense Force

Re-worked Energy Swords

Re-worked the Battle Drills rule

Commanders now have 6″ range to give orders and can’t give orders vehicles

Added new ranged upgrades for Infantry Squads, Veterans and Storm Troopers

Infantry units now have Field Radios, Company Standards and Medical Training

Re-worked the Field Radio rule

Veteran Squads can now be upgraded with Camo Cloaks

Re-worked Cavalry Squads and added new melee and ranged upgrades

Re-worked Ogre Squads and added new melee and ranged upgrades

Re-worked Psychic Spells

Light Walkers have a new Stomp attack instead of Impact

Alien Hives*

Added new units: Veteran Warrior, Snatcher Veteran and Artillery Spore

Re-worked most melee and ranged weapons and added more options

Removed all Adrenaline and Toxic Maw upgrades because they were imbalanced

Hive Lords have a new Stomp attack instead of Impact

Hive Lords can now upgrade with Regeneration

Most elite units can now be upgraded with Psychic Barrier and Pheromones

Grunts and Winged Grunts have new ranged upgrades

Assault Grunts have new melee upgrades

Hive Warriors can now be upgraded with Wings

Ravenous Beasts can now be upgraded with Ambush or Scout

Flamer Beasts now have 18″ range and Indirect

Shadow Hunters, Flamer Beasts and Mortar Beasts have Tough(6) now

Re-worked Psychic Spells

All monsters have a new Stomp attack instead of Impact

All monsters can now be upgraded with Impact(3) and Regeneration

Psycho-Rexes can now be upgraded with Psychic Barrior and Pheromones

Tyrant Beasts and Artillery Beasts have new ranged upgrades

Burrowers now have more melee attacks

The Surprise Attack rule has been re-worked

Invasion Spores now have more ranged upgrades

*Due to the extensive changes to this list we won’t detail every single one in detail

TAO Coalition

Added new unit: Jackal Veteran

Re-worked Rapid Burst Carbines

Battle Suit Captains and Battle Suits can now upgrade with new melee weapons

Grunt Captains and one model in Grunt Squads can now upgrade with a Pulse Pistol

Sages have new melee weapons, a new Elemental Power rule and can be Psychics

Added a new Psychic spells list

Grunt Squads can now be upgraded with new ranged weapons

Spotter Squads can now be upgraded with Scoped Rifles

Re-worked Rail Rifles and Recon Drones

Stealth Suits can now be upgraded with Beacons and Spotting Lasers

Jackal Hounds can now be upgraded with Furious and Poison

Jackal Cavalry has been re-worked and can now take Heavy Machineguns

Locusts can now be upgraded with new ranged weapons

Re-worked the Anti-Charge System special rule

Re-worked Heavy Rail Rifles

All walkers and titans have a new Stomp attack instead of Imapct

Tide Titans can now be upgraded with Plasma Swords and Nova Shields

Re-worked Heavy Ion Cannons

Wave 1 – Age of Fantasy Patch Notes

Here are the patch notes for Age of Fantasy.

Dwarves

Removed the Shieldwall rule and re-worked Defense of most units

Heroes have new melee and ranged upgrades

Re-worked the Ancestral Stone mount

Rune Masters now have the Wizard rule

Added new Wizard spell list

Warriors and Veterans have new melee upgrades

Marksmen and Rangers have new ranged upgrades

Re-worked Beast Riders and War-Bear Riders

Attack Helicopters and Bomber Helicopters have Tough(6) now

Re-worked the Attack Bomb and Bombing Run rules

Giant Constructs have new melee weapons

Volcanic Dwarves

Added new units: Battle Lord, Grim Lord, Doom Lord and Priest Lord

Added new Wizard spell list

Re-worked melee, ranged and mount upgrades for Auric Lord

Volcanic Warriors now have Furious instead of Regeneration

Volcanic Warriors and Flame Warriors have new melee upgrades

Auric Marksmen have new ranged upgrades

Sky-City Dwarves

Added new units: Sky-City Lord and Aether Master

Added new Wizard spell list

Re-worked melee weapons for all heroes

Re-worked the Follow the Code, Repair and Wind-Reader rules

Navigators can now take Storm Sight

Crews have new ranged upgrades

Re-worked all Cannons, Hook Weapons and Drill Weapons

Re-worked Mechanical Parrots

Balloon Warriors have now been split into 2 new units: Wardens and Riggers

Sky-Rigger now gives the Repair rule to any model

Re-worked Gunboats, Frigates and Ironclads

Re-worked the Bomb Racks rule

Vampiric Undead

Removed the Fear rule from most units

Added new melee upgrades for most heroes

Re-worked all mounts

Re-worked Wizard spells

Zombies have 2 attacks now

Skeletons have Quality 5+ now and new melee upgrades

Skeleton Guard have new melee upgrades

Vampire Knights now come with Hand Weapons and can be upgraded with Lances

Bat Swarms lost the Horror rule but gained Furious instead

Bat Horrors have Defense 4+ now

Re-worked the Bat Dragon’s Shriek attack

All monsters have a new Stomp attack instead of Impact

Coach Chariots now have Furious

Corpse Chariots can now be upgraded with Cursed Braziers or Lodestones

Re-worked the Reliquary rule

Maiden Thrones can now be taken as individual units and not just as mounts

Mummified Undead

Removed the Fear rule from most units

Added new melee upgrades for Mummy King

Re-worked all mounts

Re-worked Wizard spells

Mummies now have 2 attacks in melee

Skeletons, Archers, Knights and Horse Archers now have Quality 5+

Skeletons have new melee upgrades

Re-worked the Cursed Arrows rule

Skeleton Knights now come with Hand Weapons and can be upgraded to Lances

Guardian Statues can now be upgraded with a Stone Shaper

Snakemen and Snake Riders now have Impact(3)

Scarab Swarms now have 3 attacks in melee and Tough(3)

Giant Scorpions now have Defense 2+

Sphinx Champions and War Sphinx can be upgraded with Stone Shapers

Added new unit: Royal Chariot

Humans

All heroes have more melee attacks now

Captains now have Fearless

Added new melee upgrades for heroes

Re-worked the Inspiring Presence Rule

Re-worked all mounts

Pigeon Bombs now have the Indirect rule

Re-worked Wizard spells

Infantrymen have new melee upgrades

Knights now come with Hand Weapons and upgrade with new melee weapons

Re-worked Mortars and Volley Guns

Orcs

Re-worked melee upgrades and mounts for all heroes

Re-worked the WAR! rule

Re-worked Wizard spells

Lowered the Defense of all Orcs and Savage Orcs

Orcs and Savage Orcs have new melee upgrades

Re-worked melee weapons of Black Orcs

Brute Orcs now have Tough(3)

All Boar Riders and Boar Chariots deal more Impact hits

Goblins

Bosses have new melee upgrades and all mounts were re-worked

Re-worked the Inspiring Presence rule

Goblins and Cave Goblins have new melee upgrades

Re-worked the Boing rule

Re-worked the Power Shrooms rule

Re-worked Runt Swarms

Fanatics lost Out of Control and gained Destructive Force

Wolf Riders now have Claws

Troll Giants lost Comforting Presence but can upgrade with Crushing blow now

Giant Spiders can now be upgraded with Venom Sting

Re-worked Pump Chariots and the Pump rule

**********

Whew, that’s it for today, another huge patch! We’re hoping to bring you Wave 2 in the next 2-3 weeks, so keep your eyes peeled. :)

Happy Wargaming!

– Gaetano

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