Mantic Games Warpath 2 Alpha Rules Download & Exclusive Look At Enforcer Interceptor!
May 23, 2015 by brennon
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Holy crap that dropship. Furiously downloading!
If you can get models on the table and post feedback it’ll really help.
Most of my perceptions from reading the rules got turned on their head.
This is not your Daddy’s 40K, this is its own beast entirely and the better for it.
That is awesome… But now we have to wait forever for the KS! I want it now!!! LOL
Style-wise, Mantic are very hit and miss for me – this is definitely a hit, it looks very well designed and has a sleek, futuristic look to it that reminds me of Dropzone Commander’s PHR faction a bit. That’s a good thing in my book anyway!
Enforcers aren’t really my Faction (Veer-Myn and Forge Fathers all the way!), but that Interceptor is one funky-looking bit of kit!
Ronnie teased me that it was going to be in the DZ:I kickstarter. He is lucky I didnt go to the Open Day this May or I’d have done a runner with the prototype!
Not really a 28mm SciFi fan but the rules look interesting
They seem to combine simpler versions of rules I’ve loved in other system.
Activation is like Malifaux but chain activation only happens rarely via Orders.
Order system reminds me of Hell Dorado, powerful but only invested in at pivotal points.
gonna get one of them for an infinity table. Love it!
the interceptor would make a good armoured shuttle for any 28mm scfi game.
Yep, that interceptor is pretty fantastic. I see that being on many a game table even if it is just a piece of scenery.
Sweet Hippy Jesus, that gunship really is immense looking. Warpath looks like it could be a quick and fun game, and there are definitely elements of KoW and Deadzone in there.
Only had a quick read so far, but the optional rules for unit basing and line of sight sounds very encouraging
I love the ship and will buy one for my Enforcers as soon as it is released. I like that they avoided tanks with the Enforcers, and instead kept with their more mobile approach to warfare.
Oh you are getting tanks 🙂
“Bloody Big Tanks!” is a phrase Ronnie uses frequently.
They want their ducks in a row for producing large vehicle models first, though.
Stunning gunship
I have to say that as they stand I’m bitterly disappointed by the current rules. My group and I tried the first edition rules a while back and what killed the system for us was the convoluted formation rules, where every model in a unit had to be both within 5″ of a leader model and within 2″ of another model in the unit. It led to inflexible blocks of troops that were a pain to move and maneuver legally and felt more like a big block fantasy/historical games where the only way to play as described in the rules… Read more »
I would suggest giving it a go – it really isn’t as complex as it sounds. Because in this version the actual positioning of models other than the hub isn’t really important, when you move you just move the hub and put the other figures around it. You don’t need to check coherency at all – 2″ is visually obvious and there’s no downside to putting the models as close to the hub as you like.
Of course, you can always multibase and then the problem goes away entirely :).
Well the system they’ve chosen is clearly there to allow you to play without movement trays if you must, but doing so will complicate matters. Once you’re using 5 man trays the coherency becomes trivial. The most time consuming stage with some armies in a game like 40K is moving infantry, which is also probably the least interesting bit.
I understand the reasoning, but I feel they should either make the game multi-base or not and not try to do this half way thing where they say you don’t need them but write the rules as if you’re using them. I don’t like the idea of mult-based figures, at least not at 28mm. It feels like you’re losing out on the advantage of those figures being large enough for you to easily handle one at a time. I kinda think that if they are going for a system where you use so many troops they need to be multi-based… Read more »
You have not played a single game of this rule set.
Type anything you want.
I’ll be playtesting.
Its not all of the armies hubs that have to be within 4″ of each other, just those of the same unit.
There is a link to the feedback forum in the PDF.
Get it on the table and give it a bash.
There are so many moving parts to this there is no way to judge anything without minis on the table.
Alessio is omnipresent.
Mad Dog 6 Inbound to my house! That is what I’m calling that gorgeous ship.
Just for those who are assuming that I reached this opinion by half reading the rules and then spewing half formed bile on the interwebs I did the following after downloading the rules: I read them. I read them again. I read over the coherency rules twice more to make sure I understood them. I then set up my gaming table with terrain, divided into sections with traditional woods, rivers, trees – densely packed multi-level deadzone terrain – gale force 9 battlefield in a box ruined buildings, at-43 walls and containers & an area made up of 4ground terrain and… Read more »
I think I agree most with your last point. While I admit that I haven’t played this yet, I balked when I came to the coherency rules. For a system that says it’s not going for multi-basing it sure as hell feels like they are pushing for it as hard as they can. I personally don’t like multi-basing and I don’t think it has any place in a 28mm game that is supposed to model modern or futuristic combat. If they want to make a multi-base system they should be producing miniatures in 10mm or 6mm. At the end of… Read more »
After several readthroughs, I’m gonna have to agree with paddycorkman and zenthar on all their points. Rules need serious work, and a serious rethink about what exactly they want to achieve, and what exactly is possible to achieve in the 28mm scale.
To be fair this is still an alpha version of the rules and I’m hopeful the movement will be streamlined.
Movement is really fluid and easy.
Play a game.
From my play test I found the exact opposite, especially in dense urban terrain & ruins, with the coherency rules forcing awkward model placement within & around terrain instead of being simple, fluid and intuitive. Using the method mentioned in my previous post (I’ve worked as a professional software quality tester and adapted this technique from that experience) I’ve played the equivalent of 8 games (focused on movement) under 4 different terrain set ups. I don’t see much wrong with the rules as they stand, outside of the coherency rules. Those have made the units cumbersome to simply move, let… Read more »
the ship looks great
“Melee should be less frequent, but when it happens it should be very brutal and over quickly.”
Im liking this already 😛
YES.
That is all.
We played a game the other day. It was fantastic, a few mechanics caught us by surprise like the vehicle damage rules (strider exploded gutting the enforcer line) It was really fun. We were playing on my cityfight board, the clutter worked well, but I know ill be using team bases to hold my individual teams together to make movement easy as the hub thing does get tedious. I’ll just take them off when it comes to hiding behind walls etc.
After playing Warzone I think the control area method (like Warmihordes) makes for a more flexible and fast movement phase. 30mm is “God scale” with true line of sight while the hub system would seem more appropriate to 15mm and below.