WARPATH—Rules for Mass Combat (PFRPG)

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Cry Havoc and Let Slip The Dogs of War!

The clash of grand armies comes to your game world! Designed by Hank Woon (Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary) and extensively playtested, WARPATH is a complete set of rules designed to give Game Masters and players all the tools they need to run anything from a tiny border skirmish to an all-out epic battle involving thousands of soldiers. The rules can be used for units as small as one to as many as needed, and is designed to be fully compatible with the Pathfinder Roleplaying Game system.

    The 64-page rulebook contains rules for:
  • Unit Design
  • Combat and Tactics
  • Battlefield Maneuvers
  • Spells and Spell-like Abilities
  • Army Leaders
  • Battlefield Design and Set-up
  • Casualties, Prisoners and Consequences
  • Siege Warfare and Fortifications
  • A Quick-play version of the rules for fast results
  • Campaign rules, example units and battlefields, and more!

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Overall good rules for mass combat and nation building

4/5

First off the book is not perfect. There are typos, stats that are never used, and assumptions that don't make any sense. These errors aren't a big deal and can be immediately overcome with some reasonable assumptions. If there had been a little more editing before this book was published then I would have given it 5 stars.

Compared to the Ultimate Campaign (UC) book, I feel that the mass combat rules in Warpath are far superior, for the most part. The equipment, feats, and other abilities of soldiers making up armies is taken into account. Armies can easily be make of many small units. Armies also need logistics and can suffer from diseases, and the formations and maneuvers are realistic. I felt that the UC book lacked all these features. The downside is that leaders don't make much difference in Warpath.

The nation building section is fast, easy, and makes a lot of sense. The down side is that it contains much less depth and customization that Ultimate Campaign. For example, in Warpath a settlement of 6000 people is a small city, with stats identical to every other small city in the world, which makes my job as GM easy, but does not give PC the fun of designing their own towns and being able to see their palace.

I feel that Warpath and UC are each good alone, but it may be best to use them together taking the best features from each book.


WARPATH falls painfully short of its own potential

2/5

This pdf is 65 pages long, 1 page front cover, 2 pages editorial, 1 page ToC, 1 page SRD and 1 page advertisement, leaving 59 pages of content.

The book kicks off with a flavor-text (6 pages) describing life in the army/ in battle. I liked the prose.

After that, we get one page introduction describing recommend unit sizes, how to handle epic battles and that the standard square of a game map represents roughly 10 feet.

The next chapter details the designing of the unit, the default combatants in Warpath. (3 pages) Units are usually written down on Unit cards (standard index cards work fine) and can be created in 6 rather easy steps. Units have an attack bonus, class abilities, CMB, CMD, damage bonus, feats, Hit Die, Type, Movement and saving throws. The calculations are easy and quickly done and take chariots, are of effect attacks, intelligent mounts, flying units and the like into account. However, due to the lack of skill scores of units, e.g. the fly-skill of flying units does not fracture into the equation, which I consider to be a pity. I also think it’s a pity that a unit’s discipline is quite dependent on law vs. chaos and offers no guidelines for the results of speeches by the commanders etc. on the unit’s discipline. These are the only two things I did miss from these comprehensive and elegant rules, though.

The next chapter (6 pages) deals with Warpath-combat, which works somewhat akin to standard combat, with some modifications that remind me a bit of Warhammer: First ranged attacks, then recalculation, the move phase (and maneuver checks), then melee (and morale) and then a final recalculation of the Unit strength. The system makes sense and takes several factors into account: Natural 1s & 20s, Guns and straight-firing ranged attacks, High discrepancies between e.g. a Unit of peasants fighting a unit of dragons (they won’t 20-kill the dragon unit), high attack bonuses, attacks of opportunity, poison, regeneration and damage reduction. Problems like power attack, siege weapons and flanking are also covered. Just like in Warhammer, you really don’t want your unit to be routed – there could be a bad domino effect and serious penalties for units that get routed.

There is also a chapter on battlefield maneuvers (5 pages), of course. 7 maneuvers are given, Bull rush, counter charge, disengage, formation (open/close formation, hedgehog, set stakes, setting aside against a charge, shield wall, tortoise formation, wedge), march, pass through, rally. – The maneuvers offer a nice plethora of tactical decisions. Unintelligent or ordered creatures are taken care of via the little mob sidebar – they are not too efficient.

The next chapter takes a look at spells 6 spell-like abilities and their importance in battle – as far as I could tell, the rules seem balanced but take the relative rarity of spellcasters and their power into account.

After that, we get two pages on deployment and typical deployment. (2 pages) Whoever loses the scouting (check by the generals) has to put its army on the map first. Terrian takes into account hills, forests and bodies of water. I was missing desert, snow, underground etc. and would have loved the section to be expanded.

The next pages detail post-battle decisions (5 pages): There is a mechanic for casualty rolls, prisoners 6 ransom, for killing prisoners, decimation as a corporal punishment for cowardice as well as a quick and dirty Quick Mass Combat rule including a table to quickly determine the outcome of a battle.

Sieges are an interesting scenario and, of course, the next chapter deals with sieges. (8 pages) The chapter provides rules for enchanting siege weapons, siege weapons, sambucas, siege towers, etc. It also mentions undermining, starving a defender as well as the possibilities offered by e.g. bulettes and giant spiders in a side-box. However, I would have loved to see some examples for fantasy siege tactics – this would have been a great opportunity to write truly creative strategies.

If you want to pit your army against another player or on fair terms, one page offers us a point-buy system.

The next chapter is a sample army for the PCs to defeat: The enemy is a human wizard and his army of zombies, frost giants and megaraptor-riding trolls, including the 4 unit cards. (2 pages)

The final chapter (13 pages) details all the complications and things to consider when running a campaign, such as city income, increasing city sizes, rebellions, upkeep of an army, mustering armies (in tribal, feudal, professional and mercenary cultures), baggage trains, long and forced marches, battlefield fortifications, supplying an army and diseases.
The book closes with 4 more example unit cards. (2 pages)

Conclusion:

The layout follows the two-columns standard and is easy to read, the b/w-artwork is mostly historic in style (which I actually like) and public domain as far as I could tell. However, one problem is that much of the artwork takes up a lot of space – there are several whole page artworks and I felt that the space would have been better used by expanding upon the fantasy aspects of warfare. The editing, while ok and not leading to any problems in grasping the rules, is not perfect – there are some instances of missing single letters.

It’s kind of hard to rate this book as there are, apart from the rudimentary Kingmaker rules, no other mass combat rules for PFRPG as of yet, thus my only point of reference is Malhavoc Press’s 3.5.-book Cry Havoc. While the crunch presented in Warpath is elegant and easy to understand and worked in a sample battle I had with my group, I feel that there are A LOT aspects missing from the book, especially morale-wise: Are the gods on the side of an army? Clashing religions? Control weather and different terrain types, long overland marches through different terrains, the effects of great speeches and generals on morale etc. There is simply a lot of ground to cover that is missing in WARPATH. Too much for me. If more of the space of the artwork had gone to some of these aspects, the file would probably be THE resource for mass combat and I’d immediately recommend it to everybody. As it stands, Warpath unfortunately falls short of its potential.

Thus, I’ll settle for 2 scores: One for the people who are willing to work on the rules, who want mass combat in their games to take a major role etc. – For those willing to expand upon the elegant and concisely written rules, this pdf is a 3 star-file.

For all the people who want mass combat rules for one epic battle with a lot of spells, terrain control or who want their campaign to take all the tactical finesses into account, fantasy aspects of warfare, spells, morale, fantasy sieges, etc. this is a nice place to start, but falls short of realizing what it sets out to do. For you, this is a 2 star-file.

My final verdict will be 2.5 stars, rounded down.


Pretty good...as a wargame

4/5

When I read about this book, I was ecstatic. I thought there would finally be a Pathfinder version of Heroes of Battle, one of my favorite 3.5 sourcebooks. But alas, 'tis not the case.

Instead of creating a system in which it explains how each PC can influence the battle, they focused on rules for units of troops. In fact, they only put half a page in about how an individual character moves and fights in battle, and even that was mostly devoted to explaining that they're really just a part of another unit.

That being said, it's still a good system, it's just more of a wargame than an rpg sourcebook. Personally, I think that in a rpg campaign, it would only be useful if the PCs are the generals of the army, and even then, it would simply be used as a slight change, perhaps an encounter or, if the DM and players enjoy it, perhaps an adventure.

IMO, unless the campaign is based around the players controlling a military campaign, it isn't worth the money, particularly since you can get Heroes of Battle, a much more useful sourcebook, for about $25 on Amazon.


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I believe this is the subject of the 4th episode of the Pathfinder Chronicles podcast


MerrikCale wrote:
I believe this is the subject of the 4th episode of the Pathfinder Chronicles podcast

It is but no one asked the author how this compares to Cry Havoc. I don't think they know Cry Havoc exists. Seems redundant to me. Cry Havoc is pretty seamless with 3.5 while this seems to require new rules.

Contributor

As MerrikCale said, this is indeed one of the subjects of Pathfinder Chronicles Podcast Episode 4, which can be found here.

As far as requiring new rules, Warpath is seamless with Pathfinder. If you can play a Pathfinder combat round, you pretty much know how to play Warpath (there are no charts, for example). There are 4 new derived stats and a handful of new movement options (maneuvers). Overall, it's pretty simple, quick to learn, and even quicker to implement. But I've never read Cry Havoc (just a review of it), so I can't really compare it.

The podcast details it pretty well.

Contributor

This is in response to the 2nd reviewer, miniaturepeddler, who had some questions:

The unit sizes are meant to be consistent. The base is 100 medium-sized creatures per unit (dismounted). This means if you scale the cards up to 1000 each, each square will then become 100 feet rather than 10. So, for your case of 1,000 vs. 200, if you were using that scale, you would have a unit card representing the 1,000 and a smaller unit card (perhaps even a miniature) to represent the 200. However, having such a large scale is meant for truly grand battles, like 100,000 vs. 100,000, not small-scaled warfare (a couple thousand versus a couple thousand).


I ordered a copy of this from borders, and its been on back order for ages, sent them an email to cancel it.....

Dark Archive

Pathfinder Roleplaying Game Superscriber

Interesting review End.


Thanks, D_M!

Contributor

Endzeitgeist wrote:
Thanks, D_M!

That's a fair review; honestly, I was hoping for expansions to cover more of that ground (maybe it will happen some day!).


I'm glad you didn't take the review too hard, Hank - as mentioned, I really do like the basic mechanics, but as written, the book just lacks too much information to be of use for me.

If there one day will either be expansions or a revised edition, I'm going to write reviews for them too/reevaluate my review accordingly.

All the best,
Endzeitgeist


In the "Running a Campaign" portion there are a few references to "pay citizenry upkeep," however I don't see a description of what that is or how its calculated.


I'm currently running a Birthright VTT and we are going to give Warpath a try as a replacement for BR's War Cards system (which I find woefully inadequate).

Is there some place where this product is still being discussed actively? It is pretty rough straight out of the book but I think it has a very strong core so I will be modding it extensively if the players end up liking it.


Sorry for necroing this, but I recently got my hands on this book and I don't get it to make sense. I don't know what I'm doing wrong, but the formulas don't seem to make sense. What am I doing wrong?

Example units: 150 ogres and 200 orcs

Unit Strength: Number * HD.
Ogres: 150 * 4 = 600.
Orcs: 200 * 1 = 200.

Mass Rating: 10 * HD.
Ogres: 10 * 4 = 40.
Orcs: 10 * 1 = 10.

Unit Power: Unit Strength / Mass Rating. 60/ 40 = 5
Ogres: 600/40 = 15
Orcs: 200/10 = 20

Ogres attack: Greatclub +7, 15+2 = 17
Orcs attack: Falchion +5, 20+1 = 21

It doesn't seem right that such a small difference in numbers should make up for the orcs being CR 1/3 and the ogres being CR 3.

Also:
Unit Power: Strength/Mass =
(Number * HD) / (10 * HD) =
Number / 10

If Power is always 1/10 of number of troops, why doesn't the book says so? All in all, it seems that I've gotten something horribly wrong from the text, but I've read it over and over and still don't get it.

Thankful for any help

Contributor

stringburka wrote:

Sorry for necroing this, but I recently got my hands on this book and I don't get it to make sense. I don't know what I'm doing wrong, but the formulas don't seem to make sense. What am I doing wrong?

Thankful for any help

Hi! Glad you're checking out Warpath.

And that's correct. In the case above, the ogres would deal 17 damage with each hit while the orcs would deal 21 damage.

That works out to those extra 50 orcs killing 1 extra ogre per round. That sounds pretty reasonable to me!

However, due to attrition, if each side hit the other each round, round after round, then by the beginning of round 5, their Power Ratings would both be identical (assuming no critical hits). After that, the ogres would gain a cumulative advantage, and the orcs would lose.

Also I recommended for units to be limited to 100 each. Let's see what happens if 100 orcs (+4 vs. AC 17) squared off against 50 ogres (+7 vs. AC 13), assuming each side hits the other each turn and there are no crits and nobody routs:

ROUND ONE: 100 orcs vs. 50 ogres

ROUND TWO: 93 orcs vs. 48 ogres

ROUND THREE: 86 orcs vs. 45 ogres

ROUND FOUR: 79 orcs vs. 42 ogres

ROUND FIVE: 72 orcs vs. 40 ogres

ROUND SIX: 66 orcs vs. 38 ogres

ROUND SEVEN: 60 orcs vs. 36 ogres

ROUND EIGHT: 54 orcs vs. 34 ogres

ROUND NINE: 48 orcs vs. 32 ogres

ROUND TEN: 42 orcs vs. 31 ogres

ROUND ELEVEN: 36 orcs vs. 29 ogres

ROUND TWELVE: 31 orcs vs. 28 ogres

ROUND THIRTEEN: 26 orcs vs. 27 ogres

ROUND FOURTEEN: 21 orcs vs. 26 ogres

ROUND FIFTEEN: 16 orcs vs. 25 ogres

ROUND SIXTEEN: 11 orcs vs. 24 ogres

ROUND SEVENTEEN: 6 orcs vs. 23 ogres

ROUND EIGHTEEN: 1 orc vs. 23 ogres

ROUND NINETEEN: 0 orcs vs. 22 ogres

RESULT: 100 defeated orcs and 28 defeated ogres.

Of course, this slow attrition is quickened quite a bit with the appropriate battlefield tactics to force the enemy to rout (hard to do with only 1 unit in each army, though!). It's also very unlikely the orcs would hit as often as the ogres, so the above results would probably be a little different (less casualties for the ogres, and quicker victory).

But, maybe you're still dubious about 100 CR 1/3 creatures defeating over 50% of 50 CR 3 creatures? Well, let's take a step back from the macro and look at the micro:

If we had 2 orcs vs. 1 ogre, and assuming the same parameters (no crits, everyone hits, and let's say the orcs have initiative for the sake of argument), and each creature dealt their average damage, then on round 1, the ogre would suffer 18 damage, and 1 orc would die. On round 2, the ogre would suffer 9 more damage, and the second orc would die.

Result: 2 defeated orcs and 1 wounded ogre with 27 damage (out of 30 hit points--i.e., over 50% damage).

But remember, the main theme behind Warpath is battlefield tactics and maneuvers, not attrition. =)

I hope that helps!

Contributor

Touch My Monkey wrote:
In the "Running a Campaign" portion there are a few references to "pay citizenry upkeep," however I don't see a description of what that is or how its calculated.

Ah man, I don't see it in there anywhere... It's 1 gold per citizen each month!


Question, since you're checking the thread - I am thinking about sprucing up the Morale system in the following ways:

1) Forcing a morale check when a unit first reaches half health (regardless of how many hits they take to get there).

2) Having variable morale checks (i.e. not all DC 15). I am thinking a range of 10-20. Taking a charge from the rear is probably more demoralizing than suffering an attack from the flanks, which is probably more demoralizing than taking attacks from two enemies in the front (for example).

Does that seem reasonable, or is the Morale DC static for a reason?

Also, is there any situation where Mass Rating might be reduced in combat? I am thinking about getting rid of it in my Excel stat block and just adjusting the formulas in each cell that accounts for MR.

Contributor

treehouse916 wrote:

Question, since you're checking the thread - I am thinking about sprucing up the Morale system in the following ways:

1) Forcing a morale check when a unit first reaches half health (regardless of how many hits they take to get there).

2) Having variable morale checks (i.e. not all DC 15). I am thinking a range of 10-20. Taking a charge from the rear is probably more demoralizing than suffering an attack from the flanks, which is probably more demoralizing than taking attacks from two enemies in the front (for example).

Does that seem reasonable, or is the Morale DC static for a reason?

Also, is there any situation where Mass Rating might be reduced in combat? I am thinking about getting rid of it in my Excel stat block and just adjusting the formulas in each cell that accounts for MR.

That doesn't sound unreasonable. Another consideration might be adding a penalty to the unit equal to the difference between its current Power Rating and its starting Power Rating (but I perhaps would keep the DC 15 if using that approach).

If you are using an excel spreadsheet, taking out the Mass Rating is fine. (When using the unit cards, we found that having a Mass Rating was useful for reducing the equation by one step.)


Pathfinder Adventure Path, Rulebook Subscriber

Looking at using the Warpath rules for Kingmaker. In case anyone cares here is some information on how I am going to take the rules for a test drive with the group. No Kingmaker Spoilers are listed as nothing occurring is within the scope of the adventure.

Adventure Background:
The group started last week and is still in the intro to the adventure. I was looking at adding in a village they travel to before they would start the Kingmaker adventure for real. While they are traveling to the Stolen Lands the last village on the way was once a simple hunting lodge but after one hunter had a run in with the local spirit of the land gave up hunting. Since then people have come to live in the area. Now White Stag is a location with 60 people living within it.

The PCs are traveling in winter and get to White Stag just before a bad storm hits town. Everyone within town goes to the community center known as the Boozy Moose for shelter together.

Several miles away a stead is attacked and the only one to get out is a child of 11 years old who rides to White Stag. The child speaks of the people that raided his home, and the general opinion is that these barbarians will be coming for White Stag next. Normally women and children would be sent back to Brevoy to seek protection, but with the storm that has recently struck there is little chance for that.
That leads into the group taking action to defend the town (an assumption on their action, but I know that they will do it).

The conflict that I am looking at is very small, though I think that the rules deal with most any size without changing much, simply by zooming in and out on the magnifier.

White Stag has a population of 60 people, and to start with there are 20 individuals who are willing to fight for the town. It is up to the group to rally more support and oversee what little time there is for preparation before the raiders arrive.

The questions that I have is for the calculation on Unit Power it says to round up. I was uncertain if this meant to round a .1 up to 1, or simply a .5 to a 1, while below .5 would round down to a 0.

Second question was in regards to Bull Rush maneuver. In the text it says that you push the opponent back by 10 feet for every point you beat their CMD. I ran a quick run through battle of 10 Barbarians versus 20 Commoners lead by the groups Gnomish Bard. The Barbarians rolled a CMB of 27 and tossed the Commoners back 160 feet unless I'm reading that wrong. Was this meant to be 10 feet for every 5 you beat them by?

Whether I like the system in use or not I enjoyed reading it. We will see how it goes on the table. I think that it will do fine as a fun set of rules and hope the players approach it as such. I figured playing around with rules such as this early on to figure out if we liked them would be best.

Contributor

Barator wrote:

Looking at using the Warpath rules for Kingmaker. In case anyone cares here is some information on how I am going to take the rules for a test drive with the group. No Kingmaker Spoilers are listed as nothing occurring is within the scope of the adventure.

** spoiler omitted **

The questions that I have is for the calculation on Unit Power it says to round up. ...

Yes, rounding up should always go up to the nearest whole number, even if it is .1. And Bull Rush should be per 5, like standard PF-- sorry about that!

Contributor

Glad you're enjoying it so far! I hope it suits your needs!


I can't tell - does the general roll for each units' initative, or for the entire army at once? The latter seems that it just becomes "I go, he goes" under most circumstances.
Unless there's some reason to divide alied units up into several armies.

Contributor

Bobson wrote:

I can't tell - does the general roll for each units' initative, or for the entire army at once? The latter seems that it just becomes "I go, he goes" under most circumstances.

Unless there's some reason to divide alied units up into several armies.

It is I go he goes but since damage calculations are factored between rounds in effect everyone actually performs phases at the exact same time.


Hank Woon wrote:
Bobson wrote:

I can't tell - does the general roll for each units' initative, or for the entire army at once? The latter seems that it just becomes "I go, he goes" under most circumstances.

Unless there's some reason to divide alied units up into several armies.
It is I go he goes but since damage calculations are factored between rounds in effect everyone actually performs phases at the exact same time.

Speaking of damage calculations, I can't figure out how they make any sense.

Unit Strength = HD * Count
Mass Rating = HD * 10
Unit Power = Strength / Mass Rating = (HD * Count) / (HD * 10) = Count / 10

When the army enters combat and takes damage, Strength is reduced and Count is recalculated as NewCount = NewStrength / Power. If you run this calculation after the army takes no damage whatsoever, (so that NewStrength = Strength), you get:
NewCount = NewStrength / Power = Strength / (Count / 10) = (HD * Count) / (Count / 10) = (HD * Count) * (10 / Count) = HD * 10.

So, to run the numbers with an example, a 6 HD army of 50 trolls.
Strength = 300
Rating = 60
Power = 5

They enter combat and take 1 point of damage. (Strenth = 299) The count is now 299/5 = 59.8 rounds up to 60.

So there are now 60 trolls, in a 50 troll army.

Did I miss something? Is there a typo? That section does say "Recalculate the unit power" and then give a formula for recalculating the unit count...

Contributor

Calculating unit Power should be the Strength divided by the Mass Rating, rounded up.

So between turns if a unit took any damage, you should check to see if it affected their unit power.

If a unit of 50 trolls takes 1 damage to its strength, reducing it to 299, then you would divide 299 by its Mass Rating of 60. After rounding up, their Power would still be 5.

To determine the individual count, you divide the Strength by the Hit Die, and round up.

So 299 by 6 shows there are still 50 fighting trolls left in the unit.

Thanks!


Hank Woon wrote:

Calculating unit Power should be the Strength divided by the Mass Rating, rounded up.

So between turns if a unit took any damage, you should check to see if it affected their unit power.

If a unit of 50 trolls takes 1 damage to its strength, reducing it to 299, then you would divide 299 by its Mass Rating of 60. After rounding up, their Power would still be 5.

To determine the individual count, you divide the Strength by the Hit Die, and round up.

So 299 by 6 shows there are still 50 fighting trolls left in the unit.

Thanks!

That makes a lot more sense. Might I suggest errata for page 15 to clarify that?

Also for errata: the last paragraph on that page says that movement is part of phase 2, and then later that the melee attack is phase 3. These are actually phases 3 and 4 respectively.

Contributor

Bobson wrote:


That makes a lot more sense. Might I suggest errata for page 15 to clarify that?

Also for errata: the last paragraph on that page says that movement is part of phase 2, and then later that the melee attack is phase 3. These are actually phases 3 and 4 respectively.

Thanks, Bobson!

Silver Crusade

Hi. Sorry for digging up an old thread but I'm super confused on something in this book. Damage! I get that there was an error in calculating unit power, and i've taken that into account.
So if I understand damage, you look at what the average damage die is for an attack, so a group of 5th level humans with longswords deal 1d8+2 normal (non-mass combat) damage. And according to the table, average damage for a d8 is 4.5 (rounded down is 4, +2 so total of 6). Then looking at the average damage bonus, I see that damage between 4-9 is +1. So when my army unit deals damage and it's unit power is 10, it deals 10 +1 (11) damage. That's it? Nothing else is calculated in that? That means that if these 5th level fighters (5 HD) went up against a unit of 100 trolls (6 HD, so Unit Strength of 600), it would take an average of 60 ROUNDS to kill off these trolls!!!?!?! Because you're only doing at most 11 damage a round. And that's if they hit them every round! Did I miss something with that? Do you add weapon damage to that in any way? I can't find where it says that, in fact the only thing I can find where it says how to calculate damage is that it's unit power plus average damage bonus. Please help. Thanks.

Contributor

sirmattdusty wrote:

Hi. Sorry for digging up an old thread but I'm super confused on something in this book. Damage! I get that there was an error in calculating unit power, and i've taken that into account.

So if I understand damage, you look at what the average damage die is for an attack, so a group of 5th level humans with longswords deal 1d8+2 normal (non-mass combat) damage. And according to the table, average damage for a d8 is 4.5 (rounded down is 4, +2 so total of 6). Then looking at the average damage bonus, I see that damage between 4-9 is +1. So when my army unit deals damage and it's unit power is 10, it deals 10 +1 (11) damage. That's it? Nothing else is calculated in that? That means that if these 5th level fighters (5 HD) went up against a unit of 100 trolls (6 HD, so Unit Strength of 600), it would take an average of 60 ROUNDS to kill off these trolls!!!?!?! Because you're only doing at most 11 damage a round. And that's if they hit them every round! Did I miss something with that? Do you add weapon damage to that in any way? I can't find where it says that, in fact the only thing I can find where it says how to calculate damage is that it's unit power plus average damage bonus. Please help. Thanks.

Hi! Sorry it took so long to see this and reply! But in short -- YES. As stated in the book, war by attrition takes a LONG time. Medieval/classical battles, if no side gained an advantage, went on for HOURS. I mean HOURS.

The entire focus is to force players to think like real generals. War by attrition is not how mass combat was won. It was won my outmaneuvering your opponent on the field. Out-thinking him (or her).

If there is 1 unit vs. 1 unit, then the odds are that it will take quite a long time to get through that battle. But if you get some flanking going on, force some Morale Checks, then once one side routes, it's slaughter! :)

Hope this helps!


I hope this thread is still watched...

Is there an official FAQ posted for Warpath anywhere?

What effect, if any, would apply if a unit is not homogeneous? I.e. a group of 90 fighters and 10 clerics?

Also, I have a question considering the multipliers for area-based damage. I used area-based, not area of effect because that is where the question comes from.

In natural attacks with area of effects, there is a flat multiplier of x3 at the end of the formula. In the area-effect spells, there is a flat multiplier of x10 at the end of the formula.

What is the relationship (or is there a relationship) between the actual area covered by the effect, ranged or not, etc, and these multipliers? Any impact from effects that have a combined area of effect smaller than the unit?

When it refers to spell effects and final damage, the average damage x number of casters assumes that all casters are casting the same spell at once? Thus if only 5 of a 10 wizard troop casts a spell, it would be Average Damage x 5 (x multiplier as needed)?

Thanks


I just ran my first Warpath battle last night. In addition to having my brain broken by the typo on p. 14 re: unit count, I'm confused how this system is supposed to avoid nothing but grindy attrition slogs.

The generals on both sides of my battle were high-level and quite charismatic, leading them to have Leadership Ratings well over 20 (BAB + Cha Mod). If a Morale Check is Discipline Check + Will, and Discipline Check is Discipline Bonus + Leadership Rating vs. DC 15, how is ANY unit supposed to rout in my particular circumstance?

I managed to work around it simply by forgetting that the generals' Leadership Ratings were supposed to be factored in (it was my first time, so I didn't even need to fudge this oversight). But I would really like to know if I'm doing something wrong for the sake of future battles.

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