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EPIC WARPATH: Combat in an Epic-Scale Wargame

10th Jan 2024

Matt Gilbert



Hi everyone,

This is the seventh in a series of EPIC WARPATH blogs heading into the 14th February Kickstarter Campaign. It's getting closer now...

You can catch up on the previous blogs here:

  1. EPIC WARPATH: Kickstarter Announcement
  2. EPIC WARPATH: Design Basics
  3. EPIC WARPATH: Core Structure
  4. EPIC WARPATH: The Movement Phase
  5. EPIC WARPATH: Epic Scale Miniatures
  6. EPIC WARPATH: The Overwatch Phase

You can bookmark the campaign page HERE, and don’t forget to hit the ‘notify me’ button:

 

DISCLAIMER: The game is still in development and models are still being worked on, so some details might be different in the final version.

 


Combat Tokens

In the Combat Phase, players will take it in turns to spend any Combat Tokens on their units.

 

The player with the Initiative this Round chooses whether they will be the first player to act or not.

When a player choose to Activate a Unit, they “spend” its Combat Token to do so.

It doesn’t matter which order the Tokens are spent to Activate units. Indeed a player may want to see the result of an assault, to see if there are any juicy targets left in the aftermath!


Shooting

Shooting follows exactly the same rules as we covered in the Overwatch Phase.

Check range and LOS to the target, determine eligible bases for firing and casualties, and then roll to hit and damage.

Simple!


Assaults

Units with bases in contact with each other will fight in an Assault. Either side can spend a token to resolve the fight, and at the end, all Units involved have their tokens cleared away.

All bases in contact with enemy bases, and those within one inch of them, are eligible for attacking.

In an Assault involving multiple Units, it is possible to split attacks. All involved Units from both sides attack simultaneously.

Players roll to hit using their Unit's number of ADice (attack dice for their assault weapons), and their AS (Assault) stats. Just like with shooting, the value of the stat tells the player what result they need to match or beat. So an AS of 6+ means all dice that roll a 6 or more, will hit.

All dice that hit are now rolled to try and cause damage against the AR value of the enemy unit, just like with shooting.

 


Once both sides have attacked, the winning side is the one that killed the most enemy Bases. The losing side must take Nerve tests equal to the amount they lost by, which can result in more casualties! Finally, depending on the Units and bases left, the sides may separate, or the victor could elect to re-engage and fight again next Round!

All surviving Units on the losing side are each given a Pin Marker. We’ll look at Pinning in the next article.


No Tokens left?

When all Combat Tokens have been spent, no more shooting or fighting will take place and there is nothing left to activate. The end of the Round is upon us and it’s onto the End Phase.


Up Next…

In the next article, we’ll take a look at terrain in EPIC WARPATH. You won't want to miss this!

Don’t forget to click 'notify me' on the EPIC WARPATH Kickstarter page to be reminded when the project goes live - just click the link below: