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2015/06/10 16:23:57
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
Is that because everyone buys everything they want on kickstarter and not at retail, so they don't bother anymore?
No, it's because they were unable to sell most of their very first shipment, which arrived before Kickstarter was even a thing. For other FLGSs, I gather it just doesn't sell. I buy Mantic if it has a reasonably discounted price, especially the newer overpriced stuff, but just don't see it locally any more.
there are just way too many ways to get Mantic for well under retail that MSRP has lost a lot of meaning.
It's a pity about the Pledge Manager. Like most people, I was holding off on the abyssals until I saw sculpts. While I like them enough for the KS prices, I'm not sure i'll be buying them retail. I guess we'll see.
2015/06/10 17:40:54
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
Is that because everyone buys everything they want on kickstarter and not at retail, so they don't bother anymore?
This is what I've observed at stores from Virginia, Maryland, Pennsylvania and now Phoenix, AZ area.
Hard for FLGS to compete with KS and deep discount online retail.
Thread Slayer
2015/06/10 17:58:53
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
So it's a good thing that they've switched to one-shot pledge managers then, because a game needs retail presence to thrive, and if they keep opening it up like they did with Deadzone too many people will get everything they need well before looking at retail.
It's not so good for people who were expecting a second go at the KoW 2nd PM, especially if they were expecting one - I was hoping for one, but never did see Mantic answer yes or no until now, just stalling, which is why I locked away the $50 pledge first up to be sure. Just means that I'll get a Nature army from a FLGS some time in the future (when I can better afford it)
Polonius wrote: there are just way too many ways to get Mantic for well under retail that MSRP has lost a lot of meaning.
It's a pity about the Pledge Manager. Like most people, I was holding off on the abyssals until I saw sculpts. While I like them enough for the KS prices, I'm not sure i'll be buying them retail. I guess we'll see.
Yeah, I would have bought the Abyssals for the price they had them for on the KS. Quite a lot of them. But now I won't be spending a dime on them other than the $1 I put into the KS. This is time number 2 I've been burned by Mantic with their Pledge Managers so I think I'm good from here on out with them.
This message was edited 1 time. Last update was at 2015/06/10 20:18:11
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2015/06/10 20:15:02
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
Hulksmash wrote: Yeah, I would have bought the Abyssals for the price they had them for on the KS. Quite a lot of them. But now I won't be spending a dime on them other than the $1 I put into the KS. This is time number 2 I've been burned by Mantic with their Pledge Managers so I think I'm good from here on out with them.
You do realise I'm not agreeing with your position right? Mantic and retailers want you to buy them from retailers, do you always refuse to buy kickstarter products anywhere but the kickstarter itself?
"My FLGS won't stock them anymore because they don't sell, everyone got them in the kickstarter, why are you so terrible to retailers Mantic?"
"So you're not opening the pledge manager for me to buy another round of minis again to encourage retail sales, why are you so terrible to me Mantic?"
This message was edited 1 time. Last update was at 2015/06/10 20:19:58
Hulksmash wrote: Yeah, I would have bought the Abyssals for the price they had them for on the KS. Quite a lot of them. But now I won't be spending a dime on them other than the $1 I put into the KS. This is time number 2 I've been burned by Mantic with their Pledge Managers so I think I'm good from here on out with them.
You do realise I'm not agreeing with your position right? Mantic and retailers want you to buy them from retailers, do you always refuse to buy kickstarter products anywhere but the kickstarter itself?
Fixed my last comment for clarity. That said yes I do sometimes refuse to buy products outside of kickstarter. I buy models based on their value to me and their usefulness. At even 20% off 90% of Mantics range isn't worth a look from me. Add in the fact that I dislike being told I'll be able to see all the sculpts before I order them and then making that not possible. Mantic has a bit of a history of not producing decent items. So to each their own
As for stocking them none of mine will because their game doesn't have recognition and it would cannibalize WFB sales. At least from the 1-2 I've talked to about it.
This message was edited 1 time. Last update was at 2015/06/10 20:27:14
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2015/06/10 20:46:59
Subject: Re:The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
In this particular case, Mantic's retail strategy excuses nothing. If they wanted customers to buy from retail instead of during a 2nd go on a pledge manager, no problem, but then they never should have said that pledgers would get a second crack at the pledge manager. Simple.
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2015/06/10 22:25:29
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
On the Chilling Wargamers recording of the second Q&A at open day... I think... Ronnie spoke about how they'll never be able to have the 'own store' retail presence of GW, but in the future they plan to try and work with retailers more proactively to establish their own space, their own corner of the store, etc. He also went for the fancy book box for Dungeon Saga because he wants 10x the number of KS sales at retail, and it's likely the reason behind the redone art for KoW retail packages, and presumably they'll redo Warpath as well. So yes it is Mantic's view, at least from here onwards.
This message was edited 1 time. Last update was at 2015/06/11 11:53:05
Vermonter wrote: In this particular case, Mantic's retail strategy excuses nothing. If they wanted customers to buy from retail instead of during a 2nd go on a pledge manager, no problem, but then they never should have said that pledgers would get a second crack at the pledge manager. Simple.
Let's lok seriously at this. IF they wanted retail sales to increase, why did they take existing army bundles and put them in the kickstarter? Seriously, any store that did stock the army bundles just got screwed even worse. Mantic could care less about retailers
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
2015/06/12 14:22:39
Subject: Re:The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
Vermonter wrote: In this particular case, Mantic's retail strategy excuses nothing. If they wanted customers to buy from retail instead of during a 2nd go on a pledge manager, no problem, but then they never should have said that pledgers would get a second crack at the pledge manager. Simple.
Let's lok seriously at this. IF they wanted retail sales to increase, why did they take existing army bundles and put them in the kickstarter? Seriously, any store that did stock the army bundles just got screwed even worse. Mantic could care less about retailers
They didn't. In fact they specifically made the armies available different to those sold at retail, as well as refusing to put individual units up (despite how much ackers were asking for it). I think (as in might be wrong) that people even stated that some of the army deals were worse value than those on retail. The Kings of War range is getting a compete overhaul to make it easier to sell in stores and almost everything funded by kickstarter will be available at retail.
Oh and sorry to be that guy, but couldn't care less.
2015/06/12 14:28:21
Subject: The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
I understand kickstarter gets mantic more profit per product but I wonder if that night be short term profits for long term losses. If retail doesn't stock it then there tends to be a huge post kickstarter drop off with people not playing an unsupported game in their local stores no community being built around the game and player drop off. With the eighth retail support low could be hugely popular as it's a fantastic game however I think their kicksrarter heavy model may be preventing that.
Not saying mantic have do anything out of the goodness of their heart just thinking they be be sacrificing long term growth for short term profits. That's jot certain btw I am not claiming any of it as fact just something worth considering
Perhaps in 2012/2013 but the overwhelming success of things like Dreadball post-KS throw that out the window
Right now, both Golden/Warpath and Alliance are going crazy over Dwarf King's Quest. Ask any FLGS owner about all the promo stuff Golden has ready for DKQ, including demo kits and huge launch packs. Apparently preorders have been insane
Automatically Appended Next Post:
privateer4hire wrote: This is what I've observed at stores from Virginia, Maryland, Pennsylvania and now Phoenix, AZ area.
Hard for FLGS to compete with KS and deep discount online retail.
Dragons Den in Richmond, VA is gearing up to carry Kings of War 2 as there's literally no one interested in Warhammer 9, but there's been a lot of buzz about KoW2 from people who want to dust their armies off.
This message was edited 1 time. Last update was at 2015/06/12 14:37:09
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2015/06/12 19:22:17
Subject: Re:The all new Mantic Games - Sci-Fi N&R thread - Veer-Myn Shredders/Ravagers renders pg 11
Three weeks ago Warpath returned, with a set of alpha rules released exclusively to Beasts of War backstage pass holders. However, we couldn’t hold them back from the masses forever, so today we are putting the alpha rules on general release!
warpath logo final with TMThis is the new iteration of the Warpath mass-battle sci-fi game – a game that has been nearly five years in the making. To get an understanding of what we are trying to achieve, please read the previous blog here.
The alpha period so far has been fantastic, with over 150 comments on the feedback thread, and lots of games going on, and I’m really looking forward to a new wave of players entering the fold and letting us know what they think. To be clear, the game is still very much in an alpha stage – we’re still playing around with things to improve the game, as you’ll see later. We’ll keep the game at this stage for another month or two, and then we’ll pool together all of the feedback and polish it into a beta version, to start fine-tuning the detail.
For those of you who have already read and played through the Beasts of War version, you’ll want to know what’s changed. All of the changes have been listed here. There were some excellent suggestions and comments from the community, so you may see some of your own influence in there.
Vehicular Combat
Last time we talked about Warpath, we showed off the Enforcer Interceptor, which went down a storm! This time around we’ve got concept art of the Forge Father Tank for your feedback – an assault variant and an APC. There will be additional weapons for the assault version too.
Warpath Firefight
One of the biggest areas for discussion has been about the general scope of Warpath, and what people are actually looking for in a sci-fi battle game. Opinion has been divided between those who are excited about playing big battles with whole units, and those who are looking for something with fewer models and more granularity and detail for the individual figures. This is addressed in the discussion on Warpath ‘Firefight’ – which you can find below. Have a read and let us know what you think.
Essentially, we want to create an alternate version of the game, scaling down the same mechanics to provide the individual casualty removal and detail that people are looking for, while keeping the game as slick and fast as possible. This game will have a sweet spot of 30-50 models, so smaller than the core Warpath rules, but closer to some of the other games on the market – hopefully providing a viable alternative for those who are looking for it. We haven’t fully developed this alternate version yet, but I have made some comments on the original rules to explain how it would work.
Check out the initial thoughts here: Download Warpath Firefight (PDF)
That should give you plenty to digest for now – I’m really looking forward to hearing what you think. Over the next few weeks we’ll put out more army lists, and we’ll be on the forums to answer your questions.
Since they asked for feedback on the tank, here's an idea: replace the turret with an unmanned weapon pod that can be stowed for transport, like the APC in Aliens. I'd also make the hull wider, but I didn't put that in the picture.
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-C.S. Lewis
2015/06/12 21:00:40
Subject: The all new Mantic Games - Sci-Fi N&R thread - WP Alpha rules, Army lists & DBX Players Manual pg12
Edit, ok so I've opened the firefight rules on my tablet and their identical to the alpha? Am I missing something?
You have to open them in adobe and not just your browser, the rules are the same but the document is studded with comment boxes explaining where and what the current planned and potential differences are going to be
Edit, ok so I've opened the firefight rules on my tablet and their identical to the alpha? Am I missing something?
You have to open them in adobe and not just your browser, the rules are the same but the document is studded with comment boxes explaining where and what the current planned and potential differences are going to be
ok can't do that on my tablet can someone explain the differences and please I hope it just not make one model count as a team of one or I rage quit mantic
http://thelaughterofthedamned.blogspot.co.uk/
2015/06/12 22:25:52
Subject: The all new Mantic Games - Sci-Fi N&R thread - WP Alpha rules, Army lists & DBX Players Manual pg12
edlowe wrote: ok can't do that on my tablet can someone explain the differences and please I hope it just not make one model count as a team of one or I rage quit mantic
Can do chief, I'll copy over the comments. Buckle up, it's a little bit of a slab all at once, each bit is preceded by the subtitle it's attached to on the page if you want to cross reference
Spoiler:
Teams - This is the most fundamental change - teams do not exist. The statlines will be for a single figure, and 'units' will be made up of these single figures. Throughout the rest of the rules, just read 'team' as 'model'.
Hubs - See the other comments throughout on hubs. Either they need to be integral or be deleted entirely. It depends on the level of granularity that people are looking for.
Positioning - All models must be within 2" of another model in the unit, and there is no requirement in relation to the hub. The rules about entering within 1" of another unit or a terrain piece remain the same.
LoS - For simplicity, I think line of sight should be drawn from the hub of the unit as before - the rules remain the same. Individually checking for each model would slow the game down, and in most cases wouldn't make a difference. However, I understand that this might be a sticking point for people who want to focus on the detail of how to place their models. Something to discuss.
Unit statistics - Instead of a statline for each team, there will be a statline for each model. In the case of a Corporation Marine, it would be:
Spd 5
Acc 4+
Def 4+
Brk 1
Weaponry
Laser Rifle: Range 24", Power 1, AP -
Assault: Range A, Power 1
There is a good case for revamping the statline entirely for WP Firefight - putting melee attacks into the main statline, and having weapons listed separately. The unit entry would then list all the statlines and tell you how many of each type of model you could have, in the same way that WH40K does. Potentially there would be another stat to interact with Suppression - see later in the document. The unit selection and statline is the area of the rules that would need the most radical change in Firefight. Its interaction with the rules would be largely the same, but we would redo the army list. In the case of a heavy weapons team or any other model consisting of multiple figures on a single base, the simplest method would be to list the figures separately. However, this would be awkward if the damage caused was only enough to kill one of them. For Firefight it would probably make sense to add a rule for how to allocate damage on a unit with varying break points. We'll just need to work out a way to do this without it slowing the game down.
Break point - This would be a single number rather than a series, and any damage caused would remove that many Break Points' worth of models. This stat could move to the individual statline rather than the overall unit statline, which would be cleaner especially if there were varying break points within a unit. At that point it might just be more elegant to just have individual statlines for everyone as mentioned previously. It would be ok to then have varying Accuracy stats within a unit, but varying Speed or Defence would require additional rules to be added to the game, which I would prefer to avoid. One problem with this change is that it does lose some of the subtlety of the stats. In Firefight, an Enforcer and a Corp Marine will both have a Break Point of 1, so the only difference is the Defence value. In Warpath, an Enforcer has a Break Point of 0.8 and a Corp Marine 0.6, and Forge Guard have a Break Point of 1. Using fractions is far too mathematical for what is supposed to be a quick game, so Firefight will have to use whole numbers only. To differentiate between troop types, new special rules will have to be added, or I will have to come up with a new stat to represent the element of morale/nerve/leadership that is currently part of the Break Point. See Suppression.
Move short action - Movement is one of the simple parts of Warpath that will probably need to be changed for Firefight. There are two options: Movement is still measured from the hub and carried out exactly as it is now. However, this will mean that there has to be a limit on how far models can be from the hub, or it would be open to hugely exploitable leapfrog moves. Restricting how far models can be from the hub limits unit sizes and formation shapes. Alternatively, movement is measured for each model. This is cleaner and far less exploitable, but physically slower to do. I think this is the more practical option for Firefight, and it will be the area where the speed of the game has to be compromised for the required granularity. If we go with the second option, it is one less thing that hubs are required for. There comes a point where they could be done away with altogether - if we changed line of sight to also be measured for every model, hubs wouldn't be needed, but this would be another thing to slow the game down. How far do people want to go?
Range - Currently, range is measured separately for each team within a unit, this would simply change to being separate for each model within a unit. Remove casualties - As discussed previously, a number of models would be removed based on how many Break Points' worth of damage was done. So, if each model had a Break Point of 1, and the unit took 9 damage, 9 models would be removed. If each model had a Break Point of 2 and took 9 damage, 4 models would be removed. In addition, casualties would have to be restricted to only models within range and line of sight - other models cannot be hurt.
Suppression test - As detailed in the Changes document, I am considering removing this entirely for WP. It will definitely be removed for Firefight.
Flee - Unlike Shooting, I would want to leave this section in for Assault, to keep them brutal. However, the actual mechanic would have to be reworked depending on how Suppression is addressed.
Suppression - The rules for Suppression could actually be kept largely he same if we wished - as there are no more teams, a unit would be Suppressed if it had more suppression tokens than every 5 Break Points' worth of models in the unit, rounding up. So, a unit with a combined Break Point of 6-10 would be Suppressed if it had 3 or more tokens; and a unit with a combined Break Point of 11-15 would be Suppressed on 4 or more tokens. However, this is a little clunky to write, and to calculating it mid-game may be awkward for units with Break Points higher than 1. I think the better solution for Firefight would be to add some sort of morale/nerve/leadership stat, and base suppression and grounding on that.
Recovery - Recovery exists in the first place to provide a way to kill units that are too tough for you to reach their break point normally. Considering that Break Points will be lower in Firefight, it is no longer needed and the rule can just be ignored.
Combined attack - The original purpose of this order was to allow units to overwhelm enemies even if they couldn't beat their break points individually. However, with individual casualties the order is far less useful. In Firefight I would add to it so that taking fire from multiple directions causes more Suppression. It would inflict 1 point for being hit by each unit, another point if there were more hits than models, and another point if there were twice as many hits as models.
This message was edited 2 times. Last update was at 2015/06/12 22:27:07
edlowe wrote: ok can't do that on my tablet can someone explain the differences and please I hope it just not make one model count as a team of one or I rage quit mantic
Can do chief, I'll copy over the comments. Buckle up, it's a little bit of a slab all at once, each bit is preceded by the subtitle it's attached to on the page if you want to cross reference
Spoiler:
Teams - This is the most fundamental change - teams do not exist. The statlines will be for a single figure, and 'units' will be made up of these single figures. Throughout the rest of the rules, just read 'team' as 'model'.
Hubs - See the other comments throughout on hubs. Either they need to be integral or be deleted entirely. It depends on the level of granularity that people are looking for.
Positioning - All models must be within 2" of another model in the unit, and there is no requirement in relation to the hub. The rules about entering within 1" of another unit or a terrain piece remain the same.
LoS - For simplicity, I think line of sight should be drawn from the hub of the unit as before - the rules remain the same. Individually checking for each model would slow the game down, and in most cases wouldn't make a difference. However, I understand that this might be a sticking point for people who want to focus on the detail of how to place their models. Something to discuss.
Unit statistics - Instead of a statline for each team, there will be a statline for each model. In the case of a Corporation Marine, it would be:
Spd 5
Acc 4+
Def 4+
Brk 1
Weaponry
Laser Rifle: Range 24", Power 1, AP -
Assault: Range A, Power 1
There is a good case for revamping the statline entirely for WP Firefight - putting melee attacks into the main statline, and having weapons listed separately. The unit entry would then list all the statlines and tell you how many of each type of model you could have, in the same way that WH40K does. Potentially there would be another stat to interact with Suppression - see later in the document. The unit selection and statline is the area of the rules that would need the most radical change in Firefight. Its interaction with the rules would be largely the same, but we would redo the army list. In the case of a heavy weapons team or any other model consisting of multiple figures on a single base, the simplest method would be to list the figures separately. However, this would be awkward if the damage caused was only enough to kill one of them. For Firefight it would probably make sense to add a rule for how to allocate damage on a unit with varying break points. We'll just need to work out a way to do this without it slowing the game down.
Break point - This would be a single number rather than a series, and any damage caused would remove that many Break Points' worth of models. This stat could move to the individual statline rather than the overall unit statline, which would be cleaner especially if there were varying break points within a unit. At that point it might just be more elegant to just have individual statlines for everyone as mentioned previously. It would be ok to then have varying Accuracy stats within a unit, but varying Speed or Defence would require additional rules to be added to the game, which I would prefer to avoid. One problem with this change is that it does lose some of the subtlety of the stats. In Firefight, an Enforcer and a Corp Marine will both have a Break Point of 1, so the only difference is the Defence value. In Warpath, an Enforcer has a Break Point of 0.8 and a Corp Marine 0.6, and Forge Guard have a Break Point of 1. Using fractions is far too mathematical for what is supposed to be a quick game, so Firefight will have to use whole numbers only. To differentiate between troop types, new special rules will have to be added, or I will have to come up with a new stat to represent the element of morale/nerve/leadership that is currently part of the Break Point. See Suppression.
Move short action - Movement is one of the simple parts of Warpath that will probably need to be changed for Firefight. There are two options: Movement is still measured from the hub and carried out exactly as it is now. However, this will mean that there has to be a limit on how far models can be from the hub, or it would be open to hugely exploitable leapfrog moves. Restricting how far models can be from the hub limits unit sizes and formation shapes. Alternatively, movement is measured for each model. This is cleaner and far less exploitable, but physically slower to do. I think this is the more practical option for Firefight, and it will be the area where the speed of the game has to be compromised for the required granularity. If we go with the second option, it is one less thing that hubs are required for. There comes a point where they could be done away with altogether - if we changed line of sight to also be measured for every model, hubs wouldn't be needed, but this would be another thing to slow the game down. How far do people want to go?
Range - Currently, range is measured separately for each team within a unit, this would simply change to being separate for each model within a unit. Remove casualties - As discussed previously, a number of models would be removed based on how many Break Points' worth of damage was done. So, if each model had a Break Point of 1, and the unit took 9 damage, 9 models would be removed. If each model had a Break Point of 2 and took 9 damage, 4 models would be removed. In addition, casualties would have to be restricted to only models within range and line of sight - other models cannot be hurt.
Suppression test - As detailed in the Changes document, I am considering removing this entirely for WP. It will definitely be removed for Firefight.
Flee - Unlike Shooting, I would want to leave this section in for Assault, to keep them brutal. However, the actual mechanic would have to be reworked depending on how Suppression is addressed.
Suppression - The rules for Suppression could actually be kept largely he same if we wished - as there are no more teams, a unit would be Suppressed if it had more suppression tokens than every 5 Break Points' worth of models in the unit, rounding up. So, a unit with a combined Break Point of 6-10 would be Suppressed if it had 3 or more tokens; and a unit with a combined Break Point of 11-15 would be Suppressed on 4 or more tokens. However, this is a little clunky to write, and to calculating it mid-game may be awkward for units with Break Points higher than 1. I think the better solution for Firefight would be to add some sort of morale/nerve/leadership stat, and base suppression and grounding on that.
Recovery - Recovery exists in the first place to provide a way to kill units that are too tough for you to reach their break point normally. Considering that Break Points will be lower in Firefight, it is no longer needed and the rule can just be ignored.
Combined attack - The original purpose of this order was to allow units to overwhelm enemies even if they couldn't beat their break points individually. However, with individual casualties the order is far less useful. In Firefight I would add to it so that taking fire from multiple directions causes more Suppression. It would inflict 1 point for being hit by each unit, another point if there were more hits than models, and another point if there were twice as many hits as models.
Thanks NTrabbit, those changes actually sound pretty good, I'd prefer to see them as a complete pdf on their own but I think its not a bad direction for the firefight rules.
I still fear mantic are splitting the fan base and gane. I was instantly put off by the original alpha once I read through it. Far too much of an abstract and simplistic (for the sake of selling more models) game.
I'm actually impressed they seem to have considered that some people (me included) want a good 40k alternative and not some bloated 'mass battles' system. I feel more comfortable filling out my dzi pledge for mt vermyn army now. I just hope mantic don't sell either scale of game short now they've decided on these route.
http://thelaughterofthedamned.blogspot.co.uk/
2015/06/12 23:35:08
Subject: Re:The all new Mantic Games - Sci-Fi N&R thread - WP Alpha rules, Army lists & DBX Players Manual pg12
AlexHolker wrote: Since they asked for feedback on the tank, here's an idea: replace the turret with an unmanned weapon pod that can be stowed for transport, like the APC in Aliens. I'd also make the hull wider, but I didn't put that in the picture.
That is an awesome idea.
Glad they are releasing some tanks for the Forge Fathers, as it stands the Ramshackle Games tanks are probably the best things out there style-wise for the faction.
I look forward to seeing what are considered Massive Infantry, since their rules sound similar to vehicles.
I'm guessing stuff like Striders and Iron Ancestors, but I'm hoping for bigger and crazier things.
Between Mars Attacks, Deadzone, and Deadzone Infestation, I feel I should have a good amount of stuff to properly try Warpath out in terms of both terrain and armies.
And on that note, I do hope we see rules for Martians in Warpath. Lord knows I've got enough of them...
Poorly lit photos of my ever- growing collection of completely unrelated models!
That Tank looks exactly as I'd imagined a FF tank would look. I didn't like the shredder render until I started thinking about them as vermin supermutants. I wonder if anyone has had a game or two of the Mars attack wargaming supplement? I imagine Warpath Firefight will be the same in quality but with maybe the addition of QC the rules committee brings. Probably a good time to get some games in if you want to help shape WPF! Neat that they had a play at deadzone scales.
highlord tamburlaine wrote: I look forward to seeing what are considered Massive Infantry, since their rules sound similar to vehicles.
I'm guessing stuff like Striders and Iron Ancestors, but I'm hoping for bigger and crazier things.
The only massive infantry listed so far are the plague Aberration, Plague Terraton and the 1st Gen. Striders and Iron Ancestors are vehicles. The Night Terror and Broodmother are likely candidates for massive infantry.