Warpath Starter Game Turn Two of Three
June 15, 2011 by dignity
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Yup!… they melted!
Ranged combat / ordanance weapons WAY too powerful!
This doesn’t exactly give a good impression of the rules, ranged combat seems far to powerful in this video. I’m pretty certain it would have played out better if the board wasn’t basically an open field.
This is the good things about testing though, they’ll figure out what is too nasty before it’s even close to hitting shelves.
I’m liking the simple mechanics so far, though I’ve got to play some more games to see if how much strategy that can be mixed in as well.
Yeah there’s definitely some balancing issues that need to be addressed between the marauders and forgefathers. I personally would like to see all marauder units price reduced, because true to the tradition of orcs, the front regiments are supposed to be mowed down on the way up there, leaving opportunity for those in the back to come in and brutalize the enemy. With the current costs now, you really cant afford that much cannon fodder. But you can definitely see how easy the game is to track on rolls and modifiers. Just so simple and little to calculate, and rerolling… Read more »
Haha thats a lot of shooting. Its people like Darrell that should playtest game rules, seems like the shooting is a cheese store…
Rate of fire, combined with the higher piercing value = dead troopers. I would suggest lowering the ROF from two shots to one shot in order to make this fair. Of course, you could double the per troop cost of the dwarves but then you wouldn’t sell as many models 😉
Also, this is a bit too non-interactive. Wee watch as Darryl rolls lots of dice over and over again. I would either give the other side a save roll to make, or change this from a player move/ shoot/ close combat methodology to a player choose a unit move/shoot/CC.
Anything rules wise that moves this closer to Epic Armageddon with 28mm scale would get me really excited.
The game designer had in mind to make sure all rolling was done on one side per turn. The idea behind that was for use with a chess clock. If one player had to rely on the opponent to make rolls during his turn, it would create opportunities for stall tactics, and thats something he tried to avoid. Each player would be at a rush to get their turns done as fast as possible. The game is already really simple, and im sure with more rule memorization, the only thing that would take time would be picking up all the… Read more »
Watching this and checking the army lists as they play through, the ordnance is incredibly nasty. On average it should take out a unit a turn (heavy hailstorm) and you can have as many as the rules dictates unless I have missed something!. Thats one for each ‘solid unit’ in your army. That is some serious firepower. The game will have an added element of how to deal with the ensuing incoming fire, but whoever gets the first turn should eat through their opponent in the first shooting phase.
The problem with this game system is that is very stathic. I think that the -1 for moving and shooting should be removed. in addition, transports are a bit useless, because troops can´t disembark if it has moved, so it takes at least three turns to engage the enemy.
Not only ordnance weapons are too nasty (one can be purchased for each unit of 10+ miniatures), but the Piercing (1) rule for the entire army of Forgefathers, which allows them a +1 to wound…
I think the chess clock idea has been over emphasised , from the smallish game I played it flowed well , and yes there are balancing issues , but rounds went quick enough for me as I was concentrating on what the opponent rolled as well as my damage tracking, for me the clock is a bit of a non starter.
I will repeat what a lot of people have said. Shooting seems way too powerful for such a static game. If there was a way to have suppression and bounding moves on a table with more terrain, fire that deadly would probably be reasonable. But with clumped up units and such this seems too static.
Also ….. on a side not….what is the tank Darrel has for his side? I think I would like to find it for my games.
How about using a thing called terrain it might help.
wierd…
I love the concept art of the Forgefathers, but I don’t like the rules. They are quick and easy, yes, but why using the old concepts of I-move-my-army-U-move-your-army and bucket-of-dice. I like to throw many dice, but there is a limit how often. I know it’s in the alpha state, but I don’t think that they will completely change the rules.
I thought Los required the ability to see a torso. Game didnt have enough cover IMO
This playtest reenforces my opinion that there are to many dice, the game needs a unit activation turn structure not an IGUG system and that the cohesion rules are in need of a tweak. Finally the army lists need more work as the Marauders are just taking a beating
Some more thoughts
Objectives would help solve fire line issue. If the forgefathers needs to take a hill,building, forest then Mr D would have to move to claim objective.
Turns a lot quicker than some other games, good job as id be asleep if they lasted longer
at 40d6 the dice were not rolled…more picked up given a light shake and dropped
dang….also
Mr A needed to send out a skirmish screen of grunts to soak up the fire from those pesky dwarves. Leaving his uber melee units alive to get revenge on turn 3
Yay! My prediction was correct! Not that it was a difficult one to make 😉 I like the idea of Warpath so far, it needs tweaking but the principles are there. Even in my small game my one unit of 20 Steel dudes owned the Marauders in shooting. I agree that cover would have made the game a lot better, as would using the full width of the table and adopting somekind of tactic ;), but this is not so different to how I played my ‘test’ game (albeit we had barricades everywhere to ‘break up’ the table). In short… Read more »
sorry BoW team, i can watch any of the BoW.TV video’s without a hiccup, but the minute it comes to a flow-player vid, it just lags chronically (brand spankin 27″ iMac 3.ghz1 on ADSL2+ with minimum download speed of 650KB/s from UK speed test websites).
i’m not game to try watchin it on an ipad..
I’ll test it again on our mac mini.
Hang Tight
Playing Fine here on a mac mini.
Make sure you give it a bit of time to buffer. (It should be downloading from a cloud server near you though!)
Also make sure you have the latest flash plugin installed.
In the mean time we’ll check the cloud stuff to make sure its getting to you!
Hi Warren, I just checked with being able to download the video with RealPlayer as the realplayer download option wasn’t working with Flowplayer yesterday, and today it’s working fine.
So if anyone still has problems watching flowplayer videos, in the meantime they can use realplayer to download them and play them back with it, eliminating the lag problems. 🙂
I don’t have Flash installed, so I found I just need to view the source to the page (Control U in Chromium/Firefox) and search for mp4 — there’s a clear link to the video, and clicking that tends to play it just fine using my OS native video player.
Yup that’s the basics of our html 5 implementation your dissecting 😉
@warzan — yep. It’s pretty good… we just need webm versions of the videos now 😉
ok, just re-tested as requested, the changes you made have reduced all the lags and problems, well done on the super-quick fix, we appreciate it heaps.
double-checked and we have latest flash plugin installed on this iMac and the PC and the missus laptop (obviously iPad has little control over that) but all good now, cheers (BEER’s ON ME)
I think the gameplay is quite good. Yes, the dwarves did hammer the orcs in their shooting phase, but in reality if you have a large group of large greenskins roaring across a pool-table style flat field with well cut grass, they should expect to be shot to bits. Terrain and tactics are going to play a big part in Warpath (as it does in KoW), and the 40k paradigm of creating the perfect army list that will always win is gone! In modern combat, the bayonet charge is very ineffective and unlikely to bear any fruit; the chargers simply… Read more »
You guys need some much smaller dice, or a glamorous assistant. I’m not sure 3 quid a month will stretch to the latter, but I’m sure you can scrounge some smaller dice up from somewhere…
I’m liking the simple modifiers for this game, and I’m already starting to look at how I can modify the rules over to a WWII squad level skirmish. The alpha and beta testing are really going to have to be efficient, because this could be a really awesome game for any setting: SciFi, Steampunk, Medieval, World Wars, you name it. There are some hiccups I saw, though. 10 minutes of dice rolling from one player leaves the other sitting there pulling models off the table. I’d like to see a priority system, with a unit activation based on that. So… Read more »
really looking forward to part three…want to see if marauders get revenge
Guys, get some terrain, seriously…
Running across an open field right into a gunline is NEVER going to work. Not at 40k and not at Warpath…
Things that didn’t held Andy:
Darrel’s ridiculously lucky dice rolls
No terrain
When I read the rules for Warpath first thing I thought was at least shooting will be deadly in this game unlike in 40k where armies just run at each other to get into close combat… so my first thought was there needs to be more terrain on the board, not quite Infinity levels of terrain but nevertheless more terrain than 40k. That made me happy as its bringing tactics back into the game, because 40k’s tactics kinda stop after writing your army list!!! Shooting isn’t overpowered its just you need way more terrain than 40k players are used to.