What Changes will there be in the new Warpath Rulebook?
September 17, 2011 by crew
So the Warpath Beta Rules have been available for a while now and we were keen to find out what changes Alessio had planned for the next generation rulebook, to be included in the Fate of Forgestar boxed set.
Alessio has taken on board much of the feedback from the community and compiled a quick bullet list of the proposed changes, along with a bit of commentary.
Proposed Rule Changes
The rules for charging will be updated.
The plan will be, that the charge move is a normal at the Double Movement rate and follows the normal rules for movement. This means you only get charging models into contact with targets if they can physically make it to them. Those that cannot make it are simply left behind, keeping normal unit coherency. This makes extricating themselves from combat perfectly fine.
The -1 to hit modifier against suppressed units has been removed
I decided this was kinda pointless, as normally you are suppressed only in your own turn and not the enemy’s.
Cover Distinctions
I have made the cover section easier to understand, based on feedback and I have now made a difference between soft cover (-1) and hard cover (-2).
Changes to the Nerve System
The Nerve system will now match the new and much slicker Kings of War Nerve system.
Vehicle Overruns
Armour moving at speed is never stopped by infantry, but can always move through the enemy/overrun.
Shooting against armour – obvious targets
When shooting at armoured units you get a +1 to hit. Also, armour models needs to have at least 50% of their model behind terrain in order to claim cover.
Shooting against Heroes/monsters – obvious targets
Same as armour (but the Individual rule now cancels this, see below).
Shooting against aircraft
When shooting at aircraft, ignore terrain and models in the way, so you always have LoS and they never get cover. I also removed the extra -1 to hit them.
Transports – dismounting
Units can dismount from moving transports (as long as the vehicle did not move at Full Speed).
Individual
Individuals are not Obvious Targets and have a -1 to be hit instead of
a -2.
Transports – open topped
Removed drawbacks from these. The low Defence is enough.
Infantry Bonus
I have increased the Nerve of Sections and Platoons.
Forgefathers Adjustments
Increased points cost, but alas due to popular demand, I was forced to nerf the Grizzlers.
I know... I know... Marauders will love me, Forgefathers will not, but believe me. A bit of fairness makes for a more enjoyable game.
Marauders Adjustments
With most of the rules changes benefiting the Marauders, they only require a few tweaks to bring them up to scratch. Mostly a point of Nerve here and there.
So tell me what you think and please comment below. I'll be reading them and remember, there's still time and your feedback may well still influence the updated rules.
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)
This, right here, encapsulates everything that is good about Mantic. A company that takes on board what its customers say and makes changes accordingly.
If only certain other companies would take note….
I agree mantic are awesome
Ill look forward to seeing the official rules as they seem to be heading in the right direction. I downloaded a chess clock app so I can even actually try playing the game
Since none of my issues with the game have been resolved, I’m going to repeat the biggest ones: 1. Collisions don’t do anything. A Heavy Drakkar ramming a Raptor only does an average of half a point of damage. My suggestion: give vehicles a CS between 0 (for Light Drakkars) and 4 (for Heavy Drakkars) so that a heavy tank running over a dune buggy or a squad of infantry will actually do some damage. 2. The “Chunky Salsa” rule for Individuals is a clunky, all-or-nothing affair. My suggestion: Crushing Strength or Piercing (X) attacks count as having Blast (X)… Read more »
The original thread:
http://www.beastsofwar.com/groups/warpath-general-discussion/forum/topic/suggestions-after-reading-the-rules/
Proposed changes to the army lists:
http://www.warseer.com/forums/showthread.php?t=310681
About 3. I think you’re wrong. That same rule also allows wierd army composition like 3 heroes and 3 heavy tanks and 3 planes for measely 3 steady units.. it’s already wierd enough as is. Aren’t you fine taking 1 heavy drakkar each transporting 10 men units ? You can add artillery and planes and robots and thus have your mechanised army.
Hey Alex… I think the point here is exactly to limited the “mechanized part”. As Thalandor pointed out, you can make a VERY mechanized army with what we just get.
“Mechanized” does not mean top-heavy. It means /fast/ – with the foot sloggers riding in armoured vehicles that can keep up with the tanks. The army Thalandor describes is not a mechanized force.
Actually, I forgot to add your number 1) point to the list of changes!
Yes, all armoured units have a CS value, based on howbig/hard they are!
That’s good to hear. I guess you didn’t miss it the first time around after all.
Hallemantic hallemantic!
Mantic are great company for reasons mentioned above.
Can’t wait for the rules so I can try them out at my local club. I hope Grizzlers haven’t been nerfed to badly, and if the rules changes make it unfair so the Marauders are now overpowered… but I’m sure they won’t be.
I know Grizzlers were overpowered but I liked there heavy weapons ability. Hope they still ahve that just toned down.
Individual Individuals are not Obvious Targets and have a -1 to be hit instead of a -2. Im not sure i like this new change. This makes heroes less of a points priority than other things like tanks or more troops. Basically one of the big reasons we spend points on heroes is because they are hard to hit and they hit hard. Now they just hit hard. Is the sniper property going to ignore this still? Although it seems at this point that the sniper property isnt much to vie for anymore seeing how its only a -1 penalty.… Read more »
It looks great!
I’m happy to see that the Open Top problem was taken into account. Just in case it were missed, I bring this issues again:
– Anti-tank weapons not feeling very anti-tank:
http://www.beastsofwar.com/groups/warpath-general-discussion/forum/topic/anti-tank-weapons-not-feeling-very-anti-tank-and-possible-fix/
– Lumbering units and melee:
http://www.beastsofwar.com/groups/warpath-general-discussion/forum/topic/lumbering-problems-and-a-suggestion-for-fixing-them/
Although maybe the last one was already fixed. But you know, just in case.
definately a step closer to greatness. i agree with what was said elsewhere that armoured units should get some sort of crushing strength rule. other than that i’ll play these changes and leave my comments for Mantic to consider. please keep this player interaction going. it makes you guys a cut above other “more established” games companies.
Hey, are you actually previwing rules updates? And asking us what we think about them? Dont you know that is a bad market strategy? lol
Great changes, and i think that crushing strengh for vehicles ramming vehicles make a lot of sense.
@ericoas You’re right… Mantic are mad!!!
I don’t want a company to listen to me… they obviously know what I want better than I do… perhaps some sort of limited edition pirate game! 😀
A box of plastic ships at Mantic prices? Where can I sign up?
I think Alessio has made great changes. The game was a bit unballanced and some units were not very useful. Now all of that has been fixed and the rules seems to be incredible! I can´t wait to lead my forgefathers to victory! And, of course, when it came out, THE PLAGUE!!
These rules changes look very promising indeed. But as said above i think vehicles do need some sort of crushing strngth rule or something when they ram.
also i thought the -1 to hit against aircraft was quite good, it made sense with all their flying around and stuff. I never used aircraft in games though so dont really know if it was too overpowered or not, maybe it was???
I think that with the -18 inches to range, the additional hit penalty was overkill. Most weapons will go to long range and get a -1 penalty by default.
I can’t say the rules will be perfect with those changes, but all of those are great and solid steps in the right direction. It will probably take a couple of revisions to work out terrain and line of sight, but I think by the 2013 version of warpath we will see a really streamlined system for playing large scale 28mm sci-fi battles. The only thing that still bugs me other than terrain/los is that the tempo of the game seems to slow down as it goes on and the climax in the later turns isn’t as exciting as it… Read more »
Looks good … only thing i would have liked to see, probably too big a change, would be infinity-like reaction actions or taking turns activating one unit at a time. It just makes for more dynamic play and less like 40k. The game already looks and in many ways feels like 40k for sure …
I do not think the play style will change. We rae going witht he chess clock and that would rule out reaction moves.
I also liked the -2 to hit heroes. I hope that goes back into the rules.
The revised nerve rules will also be good. Are revised nerve rules also going to apply to armor?
Looking forward to the game. I am having a hard time choosing which set to pick up!!
Warpath ain’t my bag (unless they do something lovecraftian) but I am definitly finding myself having massive respect for Alessio and the company itself, good attitudes and open-mindedness. I hope they do something that is to my taste someday so I can support them.
Thanks for taking care of the Grizzlers. Everyone I showed the rules too agreed that had they been left in we would of only seen armies of them and nothing else.
First off, I should say I’ve only managed to play one game so my comments are essentially first impressions. Nonetheless, that makes me an expert, of course, so here they are 🙂 1) I’d like to be able to “rally” units. Perhaps take a nerve test voluntarily as an order, apply the results and remove half your tokens. 2) I’m also not sold on the whole “everybody dies” result. I’d rather have the unit reduce in size to the next type down – lose half the guys and start using the new stat line. 3) It’s nice to see the… Read more »
Actually, I forgot to add this point to the list of changes…
Yes, all armoured units have a CS value, based on howbig/hard they are!