Saturday, December 31, 2011

Warpath: Battle report and game review


At last week's club game night, Jon and I had a chance to try out the Warpath ruleset by Mantic Games. We completely forgot a few things (such as modifiers for shooting at units that have moved, etc), but in general we got a pretty good handle on the rules. After the game report, I'll review the rules.

Like Mantic's Kings of War fantasy game, the rules and force lists for Warpath are free! Our game pitted the Forgefathers (Mantic's space dwarves, represented in this game by my Blood Angels Space Marines) against the Corporation (represented by my Imperial Guard).

We found that the Forgefathers and Corporation army lists were a good fit for the Space Marines and Imperial Guard units in my collection. Each side had approximately 1,000 points.

Forge Fathers (Blood Angels Space Marines)
  • Huscarl (Commander Tycho)
  • Steel Warriors section with BFG and special melee weapon (10 marines with missile launcher)
  • 2x Drakkarim teams each with flamer and special melee weapon (two 5 marine assault squads). We gave this unit jump packs at a cost of 20 points per figure. This is not a standard option in the rules, but we borrowed a similar upgrade from the Marauder Orx force list.
  • Stormrage veterans team (5-marine devastator squad) with 4 BFGs (yes, this is how Warpath handles heavy weapons...they're all BFGs)
  • Heavy Drakkar (Land Raider tank) with 3 BFGs

The Corporation (Imperial Guard)
  • Commander (Commissar) with special melee weapon
  • Sniper (Ratling)
  • 3x Corporation marine sections each with BFG and special melee weapon (10 Guardsmen with autocannon)
  • Heavy weapons section with light laser cannon (3 lascannon teams)
  • Striders with burst lasers (3 Sentinel walkers)
  • MBT-01 Pulverizer tank with heavy laser cannon and light laser cannon (Leman Russ Demolisher)
We each deployed our forces along a table edge and agreed to play a kill-em-all/meatgrinder scenario. Here's how the deployment looked for each side of the table.



We used our first moves to advance into cover, either in buildings or behind hills. However, two lucky rounds of fire killed off my Steel Warriors section and one of Jon's Marine sections before they even had a chance to get into combat. Our tanks fired away at each other with little effect. Jon's MBT-01 did a little damage, and I realized that my Heavy Drakkar did not have the firepower necessary to damage his Tank with anything other than a very lucky rear shot.

By the middle of turn 2, one of my Drakkarim teams (assault squad) had already leapt into close combat with Jon's Marine section. The other team would have done so as well, but Jon's heavy weapon section suppressed them and they dove for cover.

Realizing the futility of firing on Jon's MBT-01, my Heavy Drakkar moved to engage his right flank, where it destroyed his heavy weapons section in a barrage of fire from three Hailstorm Autocannons. The MBT-01 fired on the Stormrage Veterans (devastator squad) but somehow the tank missed with both weapons.


In turn 3 the Drakkarim team wiped out the marine section in close combat. However, the second marine section took up positions in a ruined rotunda and eliminated the second Drakkarim team before it had a chance to recover from suppression.


On the far flank, the Heavy Drakkar destroyed all three Striders (Sentinel walkers). The Stormrage Veterans and their commander advanced, but were now in full view of the MBT-01 tank. They managed to do some damage to the tank.


In turn 4, the MBT-01 drives over the Stormrage veterans (giving us a chance to try out the rules for running down pedestrians with vehicles) and then turns to chase the flank of the Heavy Drakkar. The veterans stay in the fight but only after sustaining heavy damage. The Corporation commander (commissar) charges into the remaining Draakkarim Team.


By turn 5, it was all over. The Corporation commander's fury routed the Drakkarim team, and the marine section in the rotunda finished off the Stormrage veteran squad. The commander of the Forgefather force and his remaining tank quit the field in defeat.


Warpath Reviewed

Warpath does little to conceal its roots as a Warhammer 40,000 knock-off game. In many ways, it is 40k stripped to the bare essentials and then modified even further with a few mechanics that speed up gameplay. Thus, I'll be making many of my observations by comparing it to 40k.

The most obvious change from 40k is that squads take damage as a single unit, not as a collection of miniatures. When the squad takes damage, figures are not removed — instead, the damage is accumulated by making notes next to the squad's army roster sheet. Every turn that damage is taken, the squad makes a roll to see if the amount of damage accumulated thus far is enough to surpress the unit or take it out of the fight. This means that many games might not see any figures removed in the first turn or two, even though damage is being taken. Some 40k players might find this disconcerting, but testing for destruction only once a turn speeds up gameplay and forces the opposing player to judge how much firepower he or she wants to concentrate on a particular unit.

Like damage, combat is determined on a squad-versus-squad basis, with almost no emphasis on individual figures. The exceptions are heavy weapons (BFGs) that can fire separately from the rest of the squad. Warpath differs significantly from 40k in that unless suppressed, a squad's combat abilities do not degrade as it takes damage. This is a big abstraction compared to 40k, but as with other changes, it does massively speed up gameplay as the combat capabilities of the unit are contained in its statline and do not change from turn to turn.

I was pleasantly surprised that Warpath has a movement stat. This simple change provides a bit more variation between units and is a welcome change compared to 40k, which which has one baseline movement rate for most infantry.


Vehicles seem to be handled well, if somewhat simply. There are provisions for firing arcs, overunning enemy units, collisions, transport and ordinance weapons. Notably absent are differing armor ratings for side, front and rear. Vehicles take damage in the same manner as other units, but units with "penetrating" weapons get a bonus when firing at the rear and side arcs.

Other notable features of the rules:
  • Pre-measuring is allowed at any time
  • Rules are included for aircraft strafing runs
  • A section of 25 special rules provides just enough variation to give units a bit of flavor. Many entries will be familiar to 40k players, such as rules for individual characters, jump jets, steadfastness, armor piercing, and crushing strength.
Warpath will not be my go-to ruleset for all sci-fi gaming, as I have a few major reservations about the game. First of all, calls for each player to field a very large army. After our game, 1,000 points seemed like the minimum amount necessary for an enjoyable match — Warpath is clearly made for gaming at 2,000 or more points per side. It's simply too abstract to function well for a small skirmish of just a few units per side.

I'm not entirely sure it has enough tactical possibilities to make it a game that I would play every week in the way some folks play 40k. Creative scenario generation could fix this, but it's not going to offer the kind of granularity and unit customizability that keep people forever re-reading their codices and tweaking their 40k army lists.

Warpath does not have a unit creation mechanic. Mantic has planned for 8 races (3 have been released so far) and they seem thus far to be extremely analagous to 40k races. However, if your sci-fi army doesn't fit one of those force lists, you will have to do a bit of adaptation on your own. I don't see this as a big downside, as the available army lists seem to have enough unit variation that only minor changes seem necessary.

Lastly, I feel obligated to compare Warpath to my favorite sci-fantasy game WarEngine. I see them both as fulfilling different roles. WarEngine offers more granularity and tactical options: it has a reaction/overwatch mechanic along with more customization. Like Warpath, WarEngine isn't well suited for very small battles, but unlike Warpath, it also isn't a good choice for very large battles with lots of vehicles and tanks. I would use WarEngine for battles with 5-7 squads and a small vehicle or two per side, whereas Warpath seems to work best with 8 squads or more and lots of vehicles.

Despite the reservations above, I really enjoyed this game. Having never played Warpath before, it took about 2 hours, but both Jon and I agreed that a game of this size would typically be completed in an hour or less. Our enjoyment of the game was probably colored by what we were hoping to get out of the game: a quick, enjoyable game of "40k lite" full of familiar rules, big armies and streamlined gameplay.

And of course, we were delighted to get our 40k armies on the table. Both of us have big 40k collections that we really like but just don't get much play anymore.

Warpath delivered on all counts. As a disaffected 40k player who still loves the miniatures and background — but who no longer has the desire to play games that take longer than an hour or so — I will definitely be using Warpath again to get my 40k figs back on the table.

So is Warpath for you? That depends. As mentioned before, the game is a streamlined 40k-clone that makes no pretentions about being realistic in scope, rules or background. According to Mantic, it's about "big battles," and if commanding a company of troops and a tank platoon on a battlefield the size of a soccer pitch (like 40k...) with a fast-playing and very streamlined ruleset (not like 40k) is your thing, then Warpath will probably deliver.

— Karl, Chicago Skirmish Wargames club member

2 comments:

Ryan said...

Cool write up Karl. Having played Kings of War several times it's clear how some of the basic mechanics between the two Mantic rule sets are similar. I think you would have a similar experience playing Kings of War. It also suffers from the same lack of tactical variation and seems more about list building (kind of like SOBH with models on trays).

Unknown said...

I enjoyed your review and AAR, Karl
You're on the money about your game being too tiny to enjoy it thoroughly.
I've not played it yet, I'm a big fan of KoW, but I don't know if the straight port to sci-fi is going to cut it
That said, KoW went through Open Beta in the first year, 2nd ed in the second year, and finally now (next June) we'll see the definitive hardback final version.
Warpath has just been launched this year, so I suggest - if you're that way inclined - join the http://forum.manticblog.com/forum.php, keep playing games and propose your observations/changes.
I think it's very exciting as a gamer to be able to participate in the design of a game!

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