Warpath Starter Game Turn Three of Three
June 17, 2011 by dignity
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I thought hits stayed on a unit- Cheese play to remove them mrD. Saw Andy caught you
Those green meanies need someone who rolls good dice
wavering needs clarification in rules at mo
Nice playtest, saw good and bad things
I tried a game using what was basically a city fight board, as much LOS blocking pieces as I could get on there. We also put all marauder units in vehicles or with jump packs, and it did change things, although ultimately, forgefathers shooting did win still. The flyers are still not effective enough when they turn up to make up for how much of the game they miss – I like the ‘miss a turn to turn around’ idea, but they need to be able to to something when they get on the table to make up for that,… Read more »
Overall the game looks good and buckets of dice are bound to appeal to many gamers out there. As duly noted in the video more terrain would have made it a different battle and maybe the tables could have been turned, maybe not. Looking over the army lists the Forgefathers do seem very top heavy on guns, and of course if you take the maximum number permitted you have a real good firebase. Get those Marauders in close and they will do some damage. Like the aircraft but would liked to have seen other vehicles in action too. Great battle… Read more »
At first I was very excited for this system and I still think it has some potential. Though the more I see of the system in these vids the more I get disappointed. I’ve read through the rules but haven’t played a game so far and I definitely have the 40k ruleset burned into my brain so correct me if I’m wrong. There are no casualties? You either loose the whole squad or nothing at all? That seems a little.. well boring. I guess it’s great for simplicity sake, but you miss the feeling of troops slowly being widdled down… Read more »
I agree, I think removing models as you go along makes you feel more involved in the battle. Placing tokens or dice next to a unit to symbolise casualties just doesnt have the same effect… but I would like to hear other peoples thoughts on this
I couldn’t agree more,
I was so excited when Warpath was announced, but as I’ve been watching these videos my heart sank. Not removing models takes away one of the most fundamental dynamics of wargaming, and while KoW (a game designed to be simple enough for children) got away with it. Many wargamers will not want to give up this tradition.
I hope this is fixed in the full edition.
Mates and I found too that regardless of how we played terrain wise, the forge-fathers shooting wins on sheer weight of numbers every time… we went so far as to put in a few scenario’s whereby they suffered the highest possible to hit penalty’s and they still make a lunch of the green-skins trudging across the table (covered mind you)… its fun, but with only two lists, it kinda makes you need to roll-off at the start for who “gets stuck” with the green skins. We also found a little bit of “fun” lacking in the green-skins. NOT wanting to… Read more »
@solar – I agree with you, I like the idea of removing casualties, but it does add a ‘different’ element, that after a few rounds, kinda does grow on you… at i will be honest here, it suits me (cause i am a smoker) and i get to go out for a smoke while my mate’s are having their turn, and then i come back and go “oh ok”.. haha.. seriously tho, i much prefer the removal of “kills” but this does change the game tactically… (if you have a game setup with tactics in mind, and not an open… Read more »
Same as I have been saying. Marauders need some help in moving. They are an army that is build to be good in close quarters combat. Yet I really don’t think they are setup to be successful in that field.
This problem can easily be solved by using Space Goblins (like another sci-fi game system use to do… but no longer, sadly). Marauders need their cannon fodder. Couple the cannon-fodder goblins with some sort of slow moving “big tin can” that eats up firepower but is hard to take down, and the Marauder is a much more balanced army, i think, as the enemy will be forced to have to clear the goblins out of the way, or try his/her hand at taking out the ‘tin cans’ as, presumably, the tin cans are pretty well armed at both shooting and… Read more »
I’m gonna go ahead and say it… this isn’t very cool at all! It worked for Kings of War if you took Kings of War to be a Battle Masters reboot sort of game. Simple stuff, father can play it with his children etc. Ease of moving units due to movement trays. Battle Masters was not too different. It just doesn’t look like it can work with sci-fi troops. For one thing it’s a pain to move the troops sans movement trays. Secondly it just seems wrong that a unit that has suffered so much damage (I understand that some… Read more »
I agree, Perhaps the numbers of hits needs to subtract from dice rolled.
You’re allowed to measure distances at any point.
Darrel shouldn’t have removed his damage tokens.
I played two games with a friend (this is a very fast game!), and we agreed the following:
1- Transports are useless if troops can´t disembark when the transport has moved!
2- Piercing (1) rule for the entire army of Forgefathers is too powerful.
3- Ordnance is too powerful for it´s point cost, and flyers too weak.
4- The -1 modifier for moving and shooting has no sense in a future with automatic weapons instead of bows or crossbows… And that modifier makes the game very static.
With some corrections, I think this game could be awesome!
Doesn’t the -1 modifier represent them running to a new location (cover etc,) and quickly opening up fire? Whilst static troops who did not move, would have been in an ideal/optimal position to pick targets and shoot?
I like @bubbahotep‘s idea of damage reducing firepower and have tried this out in a couple of games. A simple mechanic really changes the whole game, moving it away from KOW in space…and it works as a ‘realistic’ leveller.
Try it.
I think the units SHOULD be based on unit trays for ease of movement as it is unit based firepower. I believe other games use a similar movement system (but as a diehard fantasy games player I’m not sure).
I’ve gone through the rules and watched the reports but yet to play a game. The videos have done little to make me want to try one either! Doesn’t look that much fun at all with little/if any tactics being used.
Maybe they did this scenario on purpose just to show us the basic mechanics and how it works.
Forgefathers make me think that’s how Tau should have been in 40k 😛 ha!
So are you going to redo this with the BETA?? WP week should answer that I guess