Mantic Warpath Neuigkeiten

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Bezieht sich "The Eight Race" auf den Fluff, also die achte bekannte Rasse im Warpath-Universum oder die achte spielbare Rasse? In der Liste sehe ich nämlich bisher nur 6, inklusive der 8. Rasse...


Die Namen der anderen hab ich aus der Liste der Alliierten. d.h. zwei Rassen sind mit keiner der zwei veröffentlichten alliiert.
 
Im heresy-online Forum hat jemand eine kleine Übersicht für die ersten 2 Armeen gepostet. Positiv fällt auf, das die Auswahl an verschiedenen Einheiten größer zu sein scheint, als beim Fantasy Gegenstück von Mantic.

ForgeFathers (space dwarves) and the list includes:
TROOPS:

Steel Warriors
Grizzlers
ForgeGuard
Hel Valkyr
Scrappers

ARMOUR:
Light Drakkar
Heavy Drakker
Fire-Wyrm

AIRCRAFT:
Rook

HEROES/MONSTERS:
Iron Ancestor
Huscarl
Chief Scrapper

ORDANANCE:
HailStorm Cannon
Heavy Heat Cannon

MARAUDERS
- (Orks)

INFANTRY:
Grunts
Rifle Grunts
Heavies
Jumpers
Stunts
Stunt Bots

ORDANANCE:
Big Shells Gun
Big Tank-Killer Gun

ARMOUR:
Attackster
Grunt Shifter

AIRCRAFT:
Fighter

HEROES/MONSTERS:
Captain
BattleBot
EDIT:
Und hier noch die eine oder andere Info die man Stück für Stück in verschiedenen Foren findet:

At the current stage, the game has six stats: To hit (combined Me and Ra stat), Firepower and Attacks (Attacks split into # of dice for ranged and melee attacks), Range (how far it can shoot), Defense and Nerve (same as Kings of War).

What I like:
- The composite statlines giving multiple attacks to a single unit, the 7+ De stats for vehicles and special vehicle Nerve chart are all things I would have done in Mantic's place.

- Using separate Attacks values instead of separate To Hit values lets you build units with a bigger focus on melee or shooting before weird things start happening with rerolls and to hit modifiers.

What I don't like:
- The loss of a Speed stat, replaced with special rules. It doesn't actually make the game any simpler, it just makes it incapable of representing certain things without adding more kludges. Previous examples: 3rd-5th edition 40k, with kludges like Fleet of Foot, Slow and Purposeful, Lumbering, vehicles that shoot as if they were fast...

- Damage from CS/P (4+) attacks instantly killing Individuals. I prefer giving Crushing Strength / Piercing 👎 attacks the Blast 👎 rule when attacking Individuals (multiply successful hits): it scales better and provides some benefit for shooting an Individual with small arms before you hit him with the big gun. Previous examples: Apocalypse's Strength D weapons, Save-or-Suck effects in D&D.
I don't mind the insta-kill weapons - individuals have a negative modifier to being shot at and there are no aoe markers to scatter, so single figures are fairly resilient. If you're unlucky enough to catch a tank shell dead on, there won't be a lot left to pick up.

Vehicle movement makes sense - as standard, they either stop dead and spin, move normal speed with a 90 turn, or go flat out with no turn. It means you need to consider your flanks a little more (attacks with piercing gain extra to the sides/rear). A vehicle going flat out can run down enemy troops, but will leave its rear armour open. Aircraft doesn't move as such, but is placed on the table for one turn out of every two to represent strafing runs.

My only worry is that with the emphasis on large battles, the sheer number of troops possible in their suggested 2000pt battles may make movement a chore. Hoping to give it a try on Sunday, so will see how things play out.
I'm going to be rather coy, as I don't want to spill too much that's for the Alpha testers;

-There are rules for Infantry, Heroes and Monsters, Artillery (Ordinance), Armor (which includes almost all types of vehicles, including transports), and flyers (which are different enough they merit a special section).

-Flyers seem very interesting, and I think are much better thought out then in 40k (no silly things like a mob on foot charging a supersonic fighter).

The game is built around the concept they mentioned in the Turn 8 report from last week; a game meant to be played with a chess clock. That informs a lot of how the game is built.

-Stats are very simple; a unit has a single characteristic that governs their ability to hit in melee and at range (so yes, a unit that shoots well also hits accurately in CC), there is no reactive "armor" roll, only units that are more or less difficult to damage.

-You do not remove models from units: there are several stats that will be vaguely familiar to 40k players, and so far a stat that seems to be a "king stat" is Nerve. Nerve is what governs if a unit runs or stays; a unit with a high Nerve stat doesn't run easily (and with unlucky rolls can soak a hideous amount of damage). Until the Nerve test is failed, however, a unit stands and fights with the same capacities regardless of damage done to it. This on the one hand seems counter-intuitive, but in the context of a game meant to be played fast, it means you don't have to keep track of anything to determine how a unit works. If it's on the table, its stats are its stats.

-It is, in a way, very much like complicated chess: during your turn, your opponent does... nothing. Like I said, there is no armor save for the inactive player to take, and the Nerve test is actually taken by the person who inflicts the damage.

-Again, as above, one consequence of this is that in CC, units do not strike back; neither, however, do they lock with other units. If you charge a unit, the charged unit will either stand, falter or be swept, but nothing will happen to the charging unit. Again, this is a concession designed to speed play.

-There are only 2 tables in the main rules, and they just go to explain what numbers correspond to the results of your Nerve checks (one for infantry, one for Armor; yes, armored units can, and will, lose "their nerve" and run... sorta).

Okay, that's probably pretty vague, but I hope it answers some questions, or at least gives enough of the flavor to understand what kind of a game we're talking about here.

Warpath is: loads of dice, fast turns, streamlined rules. While quite different then 40k, the rules currently clock in under 20 pages (with the army lists 2 pages so far), and pretty intuitive.

Warpath is not: a skirmish level game, or a game where you have to scrutinize the rulebook. The recommend table size is 6'x4', and you better not bring a 6 pack of casino dice to play, cause you'll be rolling for a looooooong time...
Other things of interest: the Heavy Drakkar is an obvious Land Raider Crusader / Redeemer, and the Fire Wyrm sounds like a multi-melta Predator. The chibi half-track is presumably the Light Drakkar. The Rook is a heavy fighter akin to the Thunderbolt, as far as I can tell, and I'm interested in finding out if it will be a regular aircraft or something more exotic like an ornithopter.
Well I have recently got hold of a copy of the test rules. In the short time I hae had to check it out it looks very similar to Kings of War and uses a similar system. However there are a lot of improvements. The rules have more detail than KoW but still no where near 40k.

There are some different stats:
Type (type of model and number per unit)
Hit (roll required to hit in CC and ranged)
Firepower (number of ranged shots)
Range (range of missile weapons)
Attacks (umber of attacks in melee)
Defense (as in KoW)
Nerve (as in KoW)

The system for unlocking units is the same. For every unit of 10 infantry you get, 1 hero/ monster and 1 Aircraft / Vehicle / ordanance.
The vehicle rules are very similar to rules for other units but have a few special rules and have their own damage table.
Units are much smaller, in the lists i've seen 20 models is the biggest- the nerve values are much lower so this is going to be a much more brutal game. Models are deployed individualy but must stay within 1 inch of each other and within 5 of the squad leader.
Units can upgrade individuals to carry powerful weapons- mainly for anti tank. These are free to shoot at a different unit to the rest of the squad. You also get close combat weapons. Some of these weapons are very power- e.g peircing 6
Characters can be upgraded. You can give them basic weapons which change their stats.
Units can be kept as reinforcements and come on later - like reserves.
Aircraft must come on as reserves. They can be used every other turn as they must fligh away to turn around in between. They are much harder to hit than normal units.
Vehicles have one defense value but get negative modifiers for being hit on the sides or rear.
There are lots more special rules than in KoW, such as hover vehicle, jump troops, explosive weapons

I'll add more if anything interesting turns up, i've had literally 5 minutes to read through it.

Having gotten a chance to read the Alpha rules, there are a few things in place that should make moving so many models dramatically easier than 40K:


1) Unlike 40K, where units can move up to four times in a turn (movement phase, running in the shooting phase, assault moves & consolidate/pile-in), in Warpath units move a maximum of twice (and generally only once...the 2nd move only occurs if the unit fights in combat, in which case it then has to make a regroup move afterwards). That's a whole lot less movement to take care of.

2) All units have to keep their models within 1" of each other and within 5" of the unit leader. This means the unit more-or-less moves in a clump. There will be no crazy stringing out of your units in order to provide cover to each other, etc, which should make moving each unit (as a clump) much easier to do, as once you move the front few models in the unit, the rest would move right behind it.

3) If a unit makes a sprint move (basically a double rate move, but gives up firing to do so) then you just move the squad leader model and then after his move is done you reform the unit around the squad leader. Any units moving this way would be very quick to resolve.

4) When a unit assaults into combat, you measure the closest model assaulting to ensure he's in range but after than you just pick up your assaulting models and put them into base contact with models in the enemy unit. This should make moving any units into an assault much quicker than 40K (and assault moves in 40K can be pretty complex sometimes).


When you combine all this together I do think that moving even 100+ models in Warpath should be much, much quicker than in 40K.

Of course, if they had worked removing models as part of tracking damage on a unit it would have gone even quicker as the game progressed and units lost models...but oh well.
 
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Ich habe mir die Regeln auch besorgt, weil ich neugierig war aber auch weil ich glaube, dass ich damit einen kleinen Beitrag zum Erfolg des Systems leisten kann. Ich hoffe ganz stark, dass bei mir Warpath 40K ersetzen wird.

Wenn ich die Regeln gelesen habe, werde ich meine Eindrücke schildern.
 
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Diese Vereinfachungen gefallen mir nicht. Wozu dann überhaupt Modelle einsetzen, wenn die Anzahl und Position so wenig Auswirkungen hat. Da kann ich genau so gut mit einem Marker spielen, der für die Einheit steht. Die Modelle an sich sind dann nur reine Verzierung.

Finde schon das Kings of War System in der Hinsicht ziemlich bescheuert.
 
Ich hoffe ganz stark, dass Warpath 40K ersetzen wird.
vlt mitmischen - vlt. ja
ein stück vom kuchen klauen - vlt. ja
40k ersetzen - definitiv nicht, dazu ist das system zu groß und zu gefestigt bei den spielern

Und nach dem gelesenen glaube ich auch eher, dass wenn überhaupt dann Privateer Press ein ernstzunehmender konkurrent ist für GW, mantic ist noch viel zu weit weg

alles andere ist mMn unrealistisches Wunschdenken - zumal auch die veröffentlichungen bei mantic zu "langsam" gehen als dass es auch nur annähernd eine gefahr für das riesige GW-Sortiment darstellt.

so fanboys und hater, flamt los 😉
 
Diese Vereinfachungen gefallen mir nicht. Wozu dann überhaupt Modelle einsetzen, wenn die Anzahl und Position so wenig Auswirkungen hat. Da kann ich genau so gut mit einem Marker spielen, der für die Einheit steht. Die Modelle an sich sind dann nur reine Verzierung.

Finde schon das Kings of War System in der Hinsicht ziemlich bescheuert.

An sich kannst du jedes Tabletop durch Marker ersetzen, wo ist das genaue Problem?

Du könntest z. B. Warhammer komplett als Plasticcard Spiel spielen, druckst oder malst schöne Motive auf die einzelnen Marker um Orks, Goblins, Skelette, Milizen, und anderen lustigen Quatsch wie Drachen, Manticore, usw. darzustellen - ist nur alles eine Frage des Wollens - und erspart einem viel Arbeit beim bemalen der Figuren. (Natürlich könnte man für Helden weiterhin besondere Miniaturen benutzen - aber wozu dann die ganze Infanterie?)
 
Bei den meisten Spielen macht es schon einen Unterschied ob da jetzt 13 oder 18 Miniaturen auf dem Spielfeld stehen und es hat auch den flair von Verlusten, wenn die Einheit gleichzeitig kleiner und weniger schlagkräftig wird. Bei den Mantic-Systemen ist es wie in einem Computerspiel. Da gibt es die Einheit, die verändert sich optisch kaum während langsam der Lebensenergiebalken nach unten geht. Ist einfach nicht mein Ding.
 
Du könntest doch einfach pro Schadensmarker eine Figur entfernen ... Dann hättest du was du willst😀
Das geht bei KoW nicht, da manche Einheiten durchaus mehr Schadensmarker abkönnen, als sie Modelle dabei haben. 😉

Ich finde diesen Lebenspunktbalkeneffekt allerdings optisch deutlich schöner als das Warhammersystem wo ich irgendwann nur noch Einheitenfragmente herumstehen habe. Ich mach mir doch nicht die riesen Bemalarbeit um den Großteil der Armee sofort wieder vom Feld zu nehmen sondern ich will mich 2h an den schönen Armeen erfreuen (optisch gesehen).
Schadensmarker stapeln und ganze Einheiten zu entfernen umgeht gerade bei Warpath einen ungeheuren Batzen Probleme, die 40K mit sich herumschleppt(e) (hidden Efaust, Wundgruppen, ablative Lebenspunkte für schwere Waffen, Schablonensniping, verschiedene Schadens-/Rüstungswürfe und so weiter). Daher finde ich diese Lösung sehr elegant und denke auch das das bei einem Mass-Skirmish sehr gut funktionieren kann.
 
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