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Made in gb
Pious Warrior Priest




UK

http://gallery.mailchimp.com/e62f0c35454fa3ba687404d69/files/Warpath_II_Rules.pdf

Read, download, enjoy.

Edit: Here's a link to a quick reference sheet I made, if anyone would like to use it for their games, or simply skim-read the rules quickly:

https://dl.dropbox.com/u/27484619/Mantic/Warpath%20Quick%20Reference.pdf

This message was edited 5 times. Last update was at 2012/11/01 20:33:59


 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

My thoughts, copy-pasted from the Mantic Forums:

Looking at the new rules (Apologies if this is the wrong place for it) that just came out today, here are my thoughts:

---Bumping of Tough (n) to 3 for almost all units, (4) for big stuff like Corporation Pulverizers and Marauder Juggernauts. I like it (iirc this was a much called for fix), but I think some stuff like Corporation Snipers and Marauder Raptors might be better represented with Tough(2). However, I have no problems with them erring on the side of larger numbers for starters, and the low Ne for the Raptor somewhat makes up for it.

---Change of activation exactly as Matt said above. Love it, and love the way Suppression has been fit in. Also, imo Headstrong is waaaay more attractive now, which was nice because it was somewhat less useful in my experience before. Plus, making it a second roll instead of a roll penalty both makes it easier to remember, and seems to me to be a bit more appealing psychologically (3+ and then a 4+ separately sound way better than a 5+ chance, even though they're the same mathematically. Might just be me though...). Plus, iirc the new Final Activation roll with Suppressed units is a 1/3 chance to activate, instead of the 1/6 chance before, which is nice since before a Suppressed unit generally spun its wheels for the rest of the game if it was left to Final Activations.

---Changes to Ne tests, both the "Test only at 50% casualties or less" as well as the "Test after each unit shoots/each melee resolves." Normally I'd say the "Test after each" would be laughably overpowered in favor of MSU, even with the final activation penalty, but combining the maximum 3 units per activation phase, and the 50% or more casualties before testing rules, I actually think this might work well, especially now that there is no "Overkill" bonus to the Ne roll anymore (Or any bonus afaik now...).

---Bonus to Overrun moves if the target is Suppressed

---Removal of moving and shooting penalty. This is nice, since it was a big previous issue that meant most people formed gunlines with a bit of shuffling, and then lobbed fire until the other side bought the farm.

---Melee vs Ordnance now gets +1 to hit instead of 2x attacks. Nice change, so now Ordnance is in deep trouble but not 100%-guaranteed screwed if charged.

---Suppressed in Melee is Destroyed instead of Steady. Good change, and really helps melee-centric armies like Veermyn and Marauders who were hurting for more effective melee results before.

---Distinction between Heroes and Monsters, mainly for the Obvious Target bonus. Good change, as it removes the superfluous Individual rule (Especially since the removal of Instant Death for the playtest for Individuals hit by bigger weapons)

---Change to Open Top transports to only allow 3 weapons to shoot. Good change to prevent the ridiculous torrents of fire previously, but now it seems like transports will become attractive as basically heavy-weapon carriers (Thinking here like Melta/Plasma Vets for IG in 40K, ferried around in Chimeras). This is slightly offset by the Solid Unit restriction, but still seems like it might be a possible meta problem later.

---Changes to Inspiring, as per Matt's comment above: I like it, but I think a different name might be more appropriate, to avoid confusion between KoW and WP II. It's a good way to keep differentiating between the two games though.

---Renaming the Ruins rules. No changes to the actual rules afaik, but did you guys get an unpleasant look from GW about it? (Also, while on the subject of GW, I'd like to reiterate that you can condense your Building rules to 2 pages instead of 12...)

---Heavy Weapon Teams, Striders, and Stuntbots aren't Tough (2). Might be appropriate, especially now that Heroes and such are Tough (3), and so they don't become a "Duh" target with 4+ Def for the HWTs (The stunt-bots have plenty of def). That, and/or bump the HWT to at least 5+ if not 6+ Def to represent sandbagging (Or maybe as a purchasable upgrade? +10ish pts, 6+ Def and gain Immobile or Reload?)

---Clarification to Pistols granting Crushing Strength. Appreciated the fix, and I like how they're made sure not to interfere with power Gauntlets and the like.

---Might want to clarify if Heroes/Monsters can shoot more than 1 gun, b/c otherwise the Doomstorm pattern Iron Ancestor (2x autocannon) is unable to shoot both guns in the same turn since they're treated as Infantry (Who can only shoot 1 gun per model per turn)

---Veermyn tanks and their ability now causes hits like an Overrun/collision. I love it, and I hope a similar rule is added to the not-Drop-Pods (For a name, what about Rapid Insertion Deployment Engines? RIDEs ) that I'm pretty sure will be in the eventual Enforcer army list.

---Love the art for the Zz'or. They look waaay better imo without the odd curvey hand-add-ons they had in the Dreadball art.

---A final, more personal note: Veermyn Ravenous Hordes are Solid units. I can have an entire army of almost 400 rats, or I can have less than that and have 7 squads arrive in burrowing tanks with an 8th squad supporting them. Thank you. Thank you for this gift.


Overall, I'm very pleased with this ruleset, and it either fixes existing problems or simplifies extraneous rules without creating new ones.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Wraith






Milton, WI

Never mind me, was an acrobat setting that was screwing it up.

This message was edited 2 times. Last update was at 2012/10/27 04:36:48


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Made in gb
Pious Warrior Priest




UK

I made this as a submission for Ironwatch #3 (link in sig!), but thought it'd be worth sharing here as well since I can post a more printer-friendly text-only version this way:

https://dl.dropbox.com/u/27484619/Mantic/Warpath%20Quick%20Reference.pdf

It contains all of the core rules *and* all of the special rules for Warpath 2.0. Couldn't quite fit the advanced rules for Reserves and Buildings on there, but the rest is all squeezed in there in a nice condensed format.

Alessio likes to write rules that can fit on a single sheet of A4, and Warpath 2.0 is no exception!

Hopefully it'll be useful for everyone's games.

This message was edited 1 time. Last update was at 2012/11/01 05:22:09


 
   
Made in gb
Painting Within the Lines





Nice, but you've got the melee hit modifiers for attacking armour units the wrong way round. It really isn't easier to punch a speeding tank than a stationary one

Those who live by the sword get shot by those who don't 
   
Made in gb
Lieutenant Colonel




I may be in a minority of one. But does anyone else think 27 special rules is a few too many??Would using slightly different resolution methods allow similar of more variation with less complication?I think the core system is excellent.But perhaps more weapon and unit detail handeled by slightly different stats might yeild benifits?Just a thought....
   
Made in gb
Pious Warrior Priest




UK

^ Not really, those rules are needed, and the only ones you could realistically convert into a statistic are Piercing and Crushing Strength, the latter of which would be redundant most of the time. A pierce stat was actually my first suggestion over on the mantic forums though, and could work well. It would just be a layout change though, it wouldn't change how the game plays.

It's a pretty tight ruleset already, especially considering that this iteration of the rules is actually the small-scale skirmish version of the game, with mass-battle rules to follow later.

This is the version of the rules that is supposed to have the detail level of 40k, because players have been asking for that (People will not play 28mm sci-fi games of 50-100 models per side where you don't remove the models. End of story. Mantic tried it with 1.0 and only a minority of people wanted it.)

I've updated the quick reference .pdf to fix a few errors, and also squeeze in the rules for Reinforcements and buildings.

This message was edited 6 times. Last update was at 2012/11/01 20:42:39


 
   
Made in gb
Painting Within the Lines





Lanrak wrote:
I may be in a minority of one. But does anyone else think 27 special rules is a few too many??Would using slightly different resolution methods allow similar of more variation with less complication?I think the core system is excellent.But perhaps more weapon and unit detail handeled by slightly different stats might yeild benifits?Just a thought....

How you feel about having lots of special rules depends a lot on what game systems you are used to. I play Song of Blade & Heroes and Flying Lead which are almost entirely special rule based (each model only having 2 stats) so I have no problem with there being a lot of them in Warpath. In reality you tend to only need a subset of them in any particular battle.

Those who live by the sword get shot by those who don't 
   
Made in gb
Lieutenant Colonel




Hi all.
I dont want to seem to be overly negative.I realy apreciate all the hard work and effort that has gone into developing Warpath.
But I personaly belive the original breif of 'convert KoW into a sci fi game ' has restricted the development.
V.1 was simply KoW in space, and the similarity to 40k poor game play and overcomplicated counter intuitive special rules bloat was enevitable.

V2 is still a KoW conversion , but I dont think the HUGE difference in game play has been reflected in the changes made.A MASSIVE improvment on V1undoubtedly, but has it changed enough?
A detailed skirmish game should have LOTS MORE detail than 40k 6th ed..(A poorly defined BATTLE game.)


I still get the impression Warpath is trying to be described using KoW 'words and phrases'. And thats why the natural game play characteristics are not there...

I realy dont want to seem to be picking fault for the sake of it.So here is my off the top of my head ideas.

Movment type &Speed.(Movment type L for legs, W for wheel , T for tracks and H for Hover.The Letter defines how the unit/model moves. and speed defines how fast it moves.Allowing more defined terrain interaction for each unit.)
Stealth. (How hard the unit/model it to be targeted by enemy ranged weapons.Base D6 dice score required to spot and shoot at this model unit.)
Assault..(How hard the model is to hit in close assault.The base score the enemy needs on a D6 to inflict a sucessful hit in close combat.)
Defence.(the number deducted from weapon damage to determine the models saving throw.)
Nerve (as now.)
Special abilities.(Jump jets, amphibious, transport ,etc.)

Weapons stats for each units .(To allow more difference between units on the table.it is sci fi after all!)
Effective range.(the range the unit/model WILL hit an enemy unit model.Good shots hit enemies further away!Close assault weapon range simply determins when models can engage enemies with close assault weapons.)
Damage.how much damage the weapon can do.(Subtract the units defence value to arrive at the save roll of the target.)
Effect. the number of enemy models effected, or the amount of hits on each model for close assaut weapons (attacks), or the template size/shape.
type/notes.
Assault, small arms,support,and fire support(can not move and fire.)
Are the weapon types.
Notes , Anti-tank, Supression,Ignores cover etc, for support and fire support weapon types.

No so many special rules needed with these characteristics .JUST an example.
   
Made in gb
Pious Warrior Priest




UK

^ The similarities between KoW and Warpath are largely cosmetic. Also, Warpath 2.0 is absolutely nothing like Warpath 1.0 at all. It doesn't bear a shred of resemblence when you're playing a game. I can't stress that enough.

They want to keep a few things the same between KoW and Warpath for the sake of making it easier for KoW players to switch and retain some of the house style. Have a listen to ep 5 of the mantic podcast, lots of interviews with Alessio in there about the design process for the game.

However, the only similarities are in a minority of the special rules (I counted, and there are 7 of them) where it is safe to have stuff like Piercing and Elite mean roughly the same thing in both games. Have a look at the actual amount of similarities, there really aren't many.

Also, adding more stats increases complexity, it doesn't decrease it. Move W5

For example, in your example, Why add an entire additional stat just for "Stealth", when only 5% of the models in the game have that rule?

I think you're focusing too much on the amount of special rules without realising that without those special rules, the rules would still be there, they'd simply be part of the main rulebook rather than sectioned off. In other words, bloating the statline just to remove the rules doesn't remove them, it simply moves them to a different section of the book. I'm a big fan of the current 5-stat statline as it means I don't have to deal with massive tables and reference charts, something which KoW and Warpath also like to completely remove as a matter of design style.

I disagree with your statement that a squad-level skirmish game (we're talking about games of 50-100 models here, not 10-30) needs more detail than 40k. Not all of us want a "simulation" game with stuff like multiple range band, and lots of modifiers (latest iteration of the rules focuses on removing as many modifiers from the game as possible), and not making that design decision does not necessarily make it a bad game.

The design brief for Warpath is a game that plays fast, and is easy to learn, while still being tactically interesting, and keeping the focus on winning games through your actions on the tabletop rather than by writing an army list.

This message was edited 13 times. Last update was at 2012/11/03 06:14:57


 
   
Made in ca
Posts with Authority




I'm from the future. The future of space

The game has literally moved from being Kings of War in Space to being Bolt Action In Space. It's no longer mass battle at all, but like Bolt Action, supports 100 models a side in a timely manner if you want it to.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in gb
Lieutenant Colonel




Hi again.I agree it is simply is a matter of experiance and expectation.Its important to remember the focus is still unit interaction NOT model count! So if you are using 6 to 20 units a side its the same as 6 to 20 models a side in a detailef small skirmish.The stealth stat is used to resolve all ranged combat.As units should have different values for being hit at range an close assault.Yes the game becones more complex but less complicsted do to less exceptions.Currently the rules work ok for the limited number of units.But will thier be a special rules bloat like thier was in 40k.Bolt action work well as its humans using very similar tech.Sorry about the format.My pc died and


Automatically Appended Next Post:
Just to clarify.V.2 works fine as is.With the current spread of units.But if the game expands to cover more expansive game play options and unit interactions.May be the core rules may not be able to cope.And rely on ever more special rules.Like 40k has resorted too.I am just expressing a genuine concern.Its just I have become very wary of games that use special rules to allow over simplification of the core rules.Which can limit game play expansion to special rules only...

This message was edited 3 times. Last update was at 2012/11/03 18:11:58


 
   
Made in ca
Posts with Authority




I'm from the future. The future of space

I think there's enough variables already present to represent lots of stuff. Bolt Action might be humans fighting humans, but in miniature wargames where one soldier is one miniature, everything is pretty much humans fighting humans, even if they are in rubber space orc costumes. It's still some sort of "guy" fighting with some other sort of "guy".

Right now you roll dice to determine if you hit. That's based off of how good of a shot your unit is, range and cover. And for the handful of things that are extra good at either hiding or hugging cover, you have the Stealthy rule for an additional -1. What more do you really need?

After you figure out how many hits you have, you need to roll to damage. The target will have a number you need to beat or exceed. If you have a strong weapon, you'll have a piercing stat that will help you hit that number. If something can take extra punishment, it'll have the tough special rule and might take multiple shots to destroy. What more do you really need?

The mechanics are present in both Bolt Action and Warpath 2.0 and seem to cover pretty much anything sci-fi one can come up with.

The only issue I can see is the one about being better at close combat than ranged combat, but I'm not even sure that's necessary. The cases where a unit should be able to shoot or fight much better than they do in close combat can be handled by a special rule for those corner cases. Most of the time, a baseline quality for all types of fighting will work without any problems.

As for special rules, there's no real danger of them bloating because they are both universal and designed simultaneously. Mantic isn't releasing codex updates army by army and writing new special rules every time. Stealthy is stealthy for everyone and if they do come up with a "Crack shots" to give people who are good at shooting but bad at close combat a bonus to hit, everyone will have the same ability and it will be put in the lists simultaneously.

Having extra stats is exactly the same as having special rules in many cases. Take the "Crack shots" example. If everyone had shooting skill and melee skill, you'd simply be giving everyone some sort of special ability in the form of differentiating the numbers. And you also want to add in defensive stats against both shooting and combat.

I'm really not seeing anything in your suggestions that doesn't seem to be complication for its own sake. I'd recommend taking Warpath 2.0 for a test drive against a live opponent in an actual game and then see what you think. The theoretical possibility that some sort of future unit design might be slightly constrained or require a special rule, maybe, shouldn't really be a reason to heavily modify the game system.

This message was edited 1 time. Last update was at 2012/11/03 19:38:48


Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in gb
Lieutenant Colonel




I am struggling with a crappy phone.My PC died.Sorry about the state of previos posts.But I was under the impression Warpath was going to be devoped into a full battle game.And during this process alot more variety and diversity of units and unit abilitied would need to be represented.And maybe this is where my concerns lay.I am putting the diverse units found in other systems into V2.And it dosent run as well with the current special rules,as it does with extra stats.Eg damage and defence as simple numerical values that can cover any range of units.Rather than the limited 6valurd the curremt defence can be.
   
Made in gb
Pious Warrior Priest




UK

Current plan is that there will be 2 separate sets of rules for Warpath 2.0, one to handle mass-battles and the other to handle the more "40k-sized" game that a lot of people prefer.

The current iteration of the rules is the latter.

Mantic is well aware that its current model range cannot support mass-battles, so they've gone for the more detailed, individual models/ casualties set of rules to start with.

Once it has a nice range of tanks, aircraft, armies etc. released, then the mass-battle game will be released in addition to, not as a replacement for, the current rules.

In other words, think 40k and Epic. Not 40k and Apocalypse. Mantic won't be doing mass-battles as kludged bolt-on for the current rules, it'll be a new set of rules designed specifically to work with a lot more models on the table, leaving the current rules as the "entry level" game.

Nothing is set in stone for this second variant of the game at the moment, although if you listen to the podcast, Alessio mentions that separate army lists will probably be needed, and that movement trays are a possibility as far as the future mass-battle game goes.

I like the fact that they've recognised that a gaming system that attempts to cover all bases isn't going to work, and are instead going with one game for the small battles, and another game for the big ones.

KoW has always been mass-battle, right from the start, and this is the expectation for fantasy games. Whereas with sci-fi you have all sorts, from the 10-20 model skirmish games, the 50-100 model 40k games, and the 100+ model games that generally use a smaller scale.. other than Apocalypse there hasn't really been a gaming system that has tackled large sci-fi games in 28mm scale, so Mantic will be breaking into new ground there to some extent.

This message was edited 4 times. Last update was at 2012/11/04 12:38:30


 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

A very smart strategy on Mantic's part. I look forward to seeing what they come up with. Possibly as part of a Kickstater.

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Made in ca
Posts with Authority




I'm from the future. The future of space

scarletsquig wrote:KoW has always been mass-battle, right from the start, and this is the expectation for fantasy games. Whereas with sci-fi you have all sorts, from the 10-20 model skirmish games, the 50-100 model 40k games, and the 100+ model games that generally use a smaller scale..


And my favorite model count is the 21-49 model platoon plus support size of game. It's where many 40k armies fell at 1500 points back during 2nd edition. It's the model count of many, many Warmachine & Hordes armies. And Warpath 2.0 does a fabulous job at that level as well as working good for the 50-100 model count larger battles like current 40k sizes.

One thing I've noticed as a feature of Mantic's games: They scale up and down very well and still remain playable like they were designed for it.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in gb
Lieutenant Colonel




Ahhh ,sorry I got the wrong end of the stick.I was thinking LoTR and WoTR type rules.(Similar rules that scale up from skirmish to mass battle.)

I did not know there were going to be 2 completely DIFFERENT rule sets... .

(I still think its possible to have a core rule set that covers far more, and scales up to cover both game sizes.But if Mantic do not want to travel that path fair enough,Ill say no more...)
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I'm going to try and release a set of rules to play Warpath Skirmish as a Mass-battle system (Using stuff like 5-man movement trays that are approximately CD-sized instead of individual models, simplifying special weapon ranges and LOS from the leader tray only, possibly a reimplementation of the KoW Nerve scaling and damage counters and removal of model removal, not sure if I should keep or toss alternating activation but leaning towards keeping it)

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in ca
Posts with Authority




I'm from the future. The future of space

In a larger game I think it's even more important as there's potentially more wait time under it's your turn when you have a bigger game. The CD movement trays will likely help with that, but it could still be an issue.

Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in gb
Lieutenant Colonel




AFAIK ONLY 40k uses 28mm minatures in a battle game.Most other modern warfare battle games sensibly scale down the minatures to 15mm-6mm and put them on bases to make movement easier,
Ancient warfare uses blocks of troops and so as long as the area the minatures take up is proportional, the game works.

Eg K.o.W could have 200 2mm minatures , or 20 28mm minatures to represent the unit,The larger minatures simply look better to most people.The area they take up on the table is the same.

Modern warfare has small units of infantry that skirmish, so 5 to 20 models represent 5 to 20 troopers.
This is why most modern battle games use smaller scale minatures, apropriatley based in larger battle games.

The rules for a modern warfare game (WWII to near sci-fi.)should deliver the game play based on modern warfare.

Ancient warfare is completely different to modern warfare.And so trying to convert an ancient warfare game to cover modern warfare is not ideal...
   
Made in us
Brigadier General






Chicago

Just wanted to say thanks for posting these!

I haven't had time to dig into them, but it sounds like a good game. I still think I'll prefer the Warpath 1.0 rules, but I'm one of those wierd folks who would rather have more abstraction if it results in faster play. The idea of playing a game the size of a 2000 point 40k battle in less than 2 hours is really appealing to me.

Still, I'm willing to give 2.0 a try.
Are these the final version of 2.0, or should I wait for an updated version before printing them out.

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Made in gb
Pious Warrior Priest




UK

^ They're final in that these are the rules which will be used for the next 9-12 months as further testing takes place before the release of a hardback book.

Mantic has a feedback thread on their forums and wants as much playtesting discussion as possible from everyone who has played the game.

This message was edited 1 time. Last update was at 2012/11/07 08:55:55


 
   
 
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