Warpath Alpha Rules Now In Backstage
June 13, 2011 by lloyd
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not seeing the army lists
yeah, where are the army lists to?
Give us a few mins (Army Lists are going up now)
you want minutes?? sigh…we want it now!!
glad to see lists now uploaded
Happy Days! Looking forward to this!
Fighters and Fighter-bombers…..nice
Yeah this has the potential to be really nice.
Ive gotta say it im really enjoying our games so far.
the Indirect Fire sounds cool, I’ll have to see how it plays out though
Are the diagrams somewhere else? I don’t see the diagrams that are being referenced (eg. page 4 in the movement section).
Alpha rules I’m afraid… no diagrams yet.
At first read, it looks a superb development from the KOW rules base. Good news. “We are going to need some bigger guns……………..”
no army lists????
ooops i can see them now :S
They are listed under the rules!?!? 🙂
yeah i know i was being ignorant 🙁
thank you very much guys
i am honestly really impressed. it looks really quite awesome. I was expecting a simplified 5th ed 40k clone but i was pleasantly surprised. it is refreshingly different and is alot easier to understand than its rivals. it looks much better and more engaging than KOW (although thats probably just because i prefer sci-fi to fantasy) i love the BFG’s and the aircraft rules are pretty good too. It took me a while to get my head around vehicles having nerve and seemingly being destroyed by fear. You have to look at it from a different angle but once you do it starts to make sense. Once again Good Job mantic! Also loving the army lists which are also surprisingly different from what i was expecting. Now i guess i better start playing some games with it and see if i can find anything wrong. keep up the good work!!
On a quick glance through………..
THANK YOU MANTIC!!!!!! I am gonna be pushing my 40k pals into this.
gonna definitely look at these thnx mantic
So we have:
Forgefathers (Dwarfs?)
Marauders (Orcs?)
Corporation
Rebs
Asterians
The Eigth Race
where did you get that infomation from???
In the Army list sheets
i want names you will answer my question
he a naughty boy…sharing alpha rules info. Available from a backstage near you
😉
I must say at first sight these rules look pretty good! 🙂 As a Kings of War player i feel right at home, the mechanics are similar and promise a fast and easy game.
It’s a bit odd that Forgefathers and Marauders are allied armies, but we’ll have to see what Alessio had in mind. 🙂
my bad i didnt look through the army lists 😀
Will hopefully have a chance to proxy soon, having read through the rules a few times, it wouldn’t be long till you could play this from memory, incredibly easy leaving more room for just playing the game, rather than referencing rules every turn. Will give me a nice break from 40k
After reading through the rules I am very excited. They seem solid and fairly streamlined, which I really like since nothing ruins a game for me more than stopping and flipping through a rulebook for 10 minutes to figure something out. As long as they do a good job with the models Warpath has a lot of potential.
At first glance these rules looks excellent, can’t wait to try them out! Mantic seem to have delivered again!
this is my first time looking at the rules for this or KoW and I am quite entranced. 40K is starting to lose its appeal , I am impressed.
One question , units do they have to move in regimented groups or is there formation quite loose , I cant see that in the rules?
cheers
In KoW they are rank and file (regiment style) but in warpath they are individual models that move more freely 🙂
sorted , cheers
Any other Doom fans see the reference to BFG’s….or is it my twisted mind! Great rules, going to be a cracking game, with some strokes of genius. The reinforcement rules are superb, yet relatively simple but adds a whole new preassure and tactical edge to the game.
Flyers seem to particularly naughty too. Well done to Mantic and Mr C.
Looks good so far. Need to give it a try and give you my feed back.
This… is awesome.
oh god, there goes all my future disposable income
I’ll hopefully be digging out the Squats and giving this a test run in the next few days. Quite a few typos. 😉
Man these rules look sweet. Me and my bro are gonna have a game tomorrow. Just need to decide what to proxy Tau Forge Fathers vs Ork Marauders maybe:)
Im going to point out some things that really work for this. First is in the stats you have listed for each of the units the number of shots as well as melee attacks they can do. As this number never changes it really is a help to all players to focus of tactics rather counting number of models and adding up a total. How is it good? It frees me to just memories the number of attacks an not fuss with the math. (I play 40Ks IG and I know and hate the math just because it slows me down just a bit each unit and after some 20 units thats a lot of time.)
The other thing I like is that you don’t remove figures from a unit when they take wounds you just track the number of wounds. I found that it helped me rethink the use of my units. This helped me as well as the other player know what they are facing. As they have a set number of attacks it can confuse someone into thinking they have a smaller unit and less attacks when in reality do have if you did take models out of a unit. I hope that makes some cents because Im lost at what I just said.
Last thing that stands out as good is the BFG in a unit can fire at any target in range not just the target of the rest of the unit. That is great as well as they don’t lower the units number of fire as the others pick up the slack. Once again saving me from doing some math and having to remember that “Oh got to minus x shots as I have a BFG in this unit”
The little things do help with the game to move much faster than other games I have played over the years.
I have taken a look through and pardon me if I am wrong and I am blind as a bat.
But where are these diagrams that are ment to show how things are set up? can the commander scout forward and everyone else is off in pairs upto 5″ away from him I am sorry but I am missing something here.
The diagrams are missing due to it’s alpha status.
Someone mentioned it above, and I think it would be AMAZING if one faction’s models (the humans) were modeled on the humans in the Doom games. The idea is too sweet.
cool, will read asap.
Warning, long post alert.
Ok, so me and my brother just played our first game of Warpath. Now let me start by saying that we both love Kings of War, and Mantic Games as a whole. Unfortunately there were good points and bad points to our match. We are comparing this to 40k, as this is where our Sci-Fi wargaming experience lies, and it will also be Warpaths main competitor. Also, this is all first impressions from one game, things may change as we play more.
First the good.
Having the BFGs able to fire at seperate targets is great, no more wasting an entire squad’s shooting to fire one rocket etc. The varied weapon options also add a certain versatility to the units that 40k often lacks.
The vehicle movement was great, from what we saw of it. Having to actually maneouver vehicles is much more interesting than infinite pivoting etc. from 40k. It also prevents silliness like “strafing” along board edges to prevent rear armour shots.
The Forgefather list is awesome. I admitedly was rather sceptical when I first heard about Squats, but the list really is cool. Plus the Rook bloody rocks.
The rules are also very easy to learn. Especially if you have played KoW. I already feel as though I know the rules fairly well after a single game.
I also really liked having modifiers. They add a nice bit of complexity to the shooting, and allows cover to work much better than 40k’s “everyone gets carapace armour” system.
Now, for some bad points.
First, there seems to be some major balance issues. The Marauder list seems quite a bit weaker than the Forgefathers. Mainly due to their shooting being so powerful. Most of the Marauder units were wiped off the board without ever firing a shot. Let alone coming anywhere close to melee range. There wasn’t a single melee fight in the match. And this was with them in cover and at long range too. Also, the Ordnance weapons seem ridiculously overpowered. The Jotun did more damage than most of the Forgefather army put together. If it was double the cost it is, it might be more acceptable. The Marauder Big Shell Gun was also way too effective. It was literally the only Marauder unit to do any damage. for 50 points, it can pretty much wipe out a unit with each shot, providing it hits. Note that it also ignores most modifiers to hit.
Second, the game seems to favour shooty armies over melee ones. The lack of restrictions to where objectives are placed (in your deployment zone, being the obvious place to put them) allows a shooty army to sit back and just blow the melee army off the board without ever having to move. In contrast, melee armies will have to slog over to the enemy before they can bring their weapons to bear. The main problem with this is again, that Forgefather firepower. Units dont last 2 seconds under fire from them. The only solution seems to be to mechanise every unit, which is a problem with 40k too really. I recommend that objectives should have to be placed outside the deployment zones, to force shooty armies to atleast move somewhat.
We feel as though the units could do with a seperate to hit with range and melee. This would allow for a greater diviersity of units, as when there are 8+armies, they will end up rather samey it seems. Also, we feel as though seperate weapon profiles are needed for all guns, not just BFGs. Basically as it is now, all units feel the same, regardless of what gun they are firing. Obviously, this may lead to stagnation. Even KoW has Crossbow, Bow, Handgun etc.
Also, seperate movement values should be implemented. KoW has it, so why doesn’t Warpath? having all armies the same speed just seems boring. Also, any unit that is supposed to be fast, will have to rely on special rules, and it just seems as though a number would be easier.
The Nerve system, whilst great for KoW, doesn’t quite fit a skirmish game to our eyes. Seeing a giant mortar shell hit a unit, and none of them die, just seems too abstract, and quite frankly, dull. Also, you can blow a unit to within an inch of its life, and it still puts out just as much firepower, basically you arent rewarded till they completely dead(routed).
Tanks, we feel could use more firepower. As it is, they just seem lackluster compared to the mighty ordnance. Maybe allow the tanks main gun to be selected from the ordnance list? or else another set of weapons somewhere between BFG and Ordnance in power.
Also, thematically, the game feels like playing KoW with a 40k army. It basically feels like KoW but with 40k movement and units. The game could use some key defining features, to seperate it from both 40k and KoW.
Sorry for the long post, and please dont read this as a flame post, I love the idea of Warpath, it just needs some work before it is on par with either KoW or 40k.
Oops, just realised this isn’t the main forum. Reposted in the appropriate place.
Can’t wait to trial these rules! Gonna have to go and dust off my Marines and Eldar to act as proxies. Only two tables to remember is a good thing at the moment because last time my friend and I played 40k, it took about ages to play a 1500pt game as we were always checking the rule book/codex. Admittedly neither of us had played for years and there’d been two revisions since, but hey, I think this will prove less frustrating for a quick game with a few beers 🙂
I’ve written a small (erm big) article on my blog about Warpath:
http://thefrontlinegamer.blogspot.com/
Its actually quite interesting looking. I’d like to get a few games in and see how it plays, I might do a rough and ready battle report as well in the coming weeks with comments.