It's a free ruleset you can use your warhammer minis with that fits on a page (double sided).
Rules
Army Lists
Longer-form rulebook with more depth
I played a lot less Warhammer when Age of Sigmar launched. Like many others I enjoyed it, thought it was a good game, but recognized that it wasn't Warhammer Fantasy.
It was sad to see the forum drop off in traffic around that time. Ulthuan was one of the best communities on the web back when forums were in their golden age.
Nothing was stopping us from playing 8th, but I think many did.
Part of what had kept us engaged was hope for the future of the game, speculating about the next book, etc. When AoS happened it was over, and I think many left because of other games, or just life.
I played a few games using OPR lately, and it definitely scratches that itch. It offers the streamlining we got with AoS, but where AoS plays like 40k, OPR plays like Fantasy:
Pros
- Rules for all your GW minis (and some others)
- Smash huge ranked armies against each other and pull off fistfuls of casualties per round
- Play 1500pts in an hour
- Solid strategy game that is won in the movement phase
- No unkillable lords
- Games aren't decided by a single IF spell
- Don't lose just because your list doesn't counter some weird build
- Simplification reduces army uniqueness
- Much less depth for magic
- You can't make your lord unkillable
- You can't win the game with a single IF spell
The other great thing is the alternating unit activation. I make my archers fire. Then my opponent charges with his knights and resolves the combat. Then I charge those knights with some Swordmasters and resolve that combat. Then he advances his spears while the mage with them casts a spell. You don't have to wait for your opponent's entire turn doing nothing. You don't have to skip shooting just because all the targets are engaged in a combat that isn't happening yet. The order you activate units in is extremely important and forces you to prioritize.
Units cap at 20 models, so there's no deathstars. Magic is less complex, but far better than AoS in my opinion. Spell effects are meaningful but not broken. Offensive spells are 12'' so positioning is very important. The weapons are great; spears are strong (the most expensive option on our basic warriors!) Cavalry is great since combat is immediately resolved, your knights don't just get stuck forever. They can hit and run (like, you know, cavalry). Fidgeting with bases and contact is unimportant because the front two ranks always attack and all combats are between two units.
Oh, and there's no lord/hero/core/special/rare.
So try it out if you like. Should take 5 minutes to learn if you play 8th. You might find yourself missing the magic phase, but lately I'm finding it hard to make time for a 3hr Warhammer match when I can fit one or two of these into my schedule with no trouble.