Path to Glory Battlepack

Every year since 2023 a new battlepack was published here and I wanted to also design one for this year, as its not only a lot of fun, but also huge motivation boost when I see it used and hear a lot of positive feedback. This year I decided that due to expected drop of 3rd edition I should do it way faster than with the previous releases, that were always in last quarter of the year. If you are here only for the link to the actual battlepack, here is the LINK, you can also get there through the Battlepacks Tab on top of the page.

Last pack released by GW called Ferocious Gnarlwood II surprisingly didn’t include any treasure mission, which made me think a lot about balancing different types of victory conditions. “Relatively” recent faction reworks GW did made me think that FEC players would love a pack with only treasure missions, similarly Dispossessed with their crazy objective control would prefer return of the Rumble Pack meta. Speaking about Rumble Pack – despite many people hating the meta I remember that fights between tuned lists of strong factions were super fun and very strategic back then. Putting all this together I started to think if I could make a battlepack that will satisfy a FEC player that only wants treasure missions and dwarf player that want objectives every game. The answer is – yes, let me explain.

To make this strange idea possible we must firstly drop the concept of all players playing the same mission each round as in our example the only way to keep it would be to include every victory condition in every battleplan which would make it boring, complicated and relatively easy to “solve”.

If battlepack is to be dictated by a player choice of preferred victory condition, we need to pick a list of options player may chose and simply going for 3 paths focused on killing, objectives and treasures means that you will very often play against the same path and there will be multiple players playing the same path even in a 4 player group, which doesn’t feel right, so let’s make it possible to also select mixed wincons, for players that want a bit more variety or simply don’t want to skew their list to the extreme that focusing on simple victory condition might require. This way we are left with 6 paths and lets treat them as 100% of single victory condition or a 50%/50% split. As we will construct battleplans based on two paths and we will add this vales together, lets split them so they will sum up to 100% instead of 200% and write some descriptions to add some flavor that I’m sure narrative players will appreciate and that could help pick the path for players that are a bit less serious about listbuilding or the game in general (if you are interested in this descriptions just head to the battlepack PDF).

The Paths:

  • Path of Conquest (Objective focused)
  • Path of Power (Objective and Treasure focused)
  • Path of Domination (Objective and Kill focused)
  • Path of Honor (Kill focused)
  • Path of Glory (Kill and Treasure focused)
  • Path of Greed (Treasure focused)

Now when we have the paths figured out we need some missions. Lets look at simple example: 25% treasure 25% kill path (Path of Glory) playing against 25% objective and 25% treasure path (Path of Power) will end up with a battleplan that is 50% treasure, 25% objective and 25% kill. The same battleplan will also be a result of a 50% treasure path (Path of Greed) meeting 25% objective and 25% kill path (Path of Domination). This approach where the same battleplan can be created in multiple ways is dropping a number of battleplans we need to create to 15 (every single path only has 6 missions they can play). One last addition would be an extra mission equally focused on every victory condition that is there as an option for a player that would not want to play the same mission twice which might happen when we have more than 6 players (2+ players on the same path). Lets go to the main part of each battlepack – battleplans:

Battleplans

The table below shows Battleplan numbers that each path could play:

OO/TO/KKK/TT
OIIIIIIIVVVI
O/TIIVIVVIIVIIIIX
O/KIIIVIVXVIIVIII
KIVVIIXXIXIIXIII
K/TVVIIIVIIXIIXIIIXIV
TVIIXVIIIXIIIXIVXV

Before we move to the mission descriptions I just want to mention that my intention for battleplans was “simplicity whenever possible”, as because of the nature of the pack I had to include few missions that had all 3 victory conditions and they had to be more complex because of that

Other common elements for the pack was avoiding “my side/your side” style of maps as they enhance shooting and running away from action and my intention is to promote fun and interactive gameplay. For the same reason I also kept the average number of objectives low. Whenever I design missions I try to find ways to reward faster warbands as the first part of 2nd edition was dominated by a very slow fighters. I also try to minimize the impact of luck on scoring (no single treasure missions or extra VP on objectives based on initiative) and keep deployment points in a safe distance to limit the impact of a first round Rampage.

I  Conquerors Duel
(100% Objective)

Setup: Place 5 objective tokens according to the deployment map.
Scoring: At the end of each battle round, Players score 1 VP for each objective they control.

Very simple mission with interesting map. I was debating whether the “scaling” objectives was the better choice, but in the end I figured out that 100% objective focused mission should be about positioning and activation advantage and not “outsurviving” the enemy (which feels more “killy”). The map already creates plenty opportunities to fight, so I believe that in this case “less is more”.

II  Rings of Power
(75% Objective 25% Treasure)

Setup: Place 4 objective tokens (green) and 2 treasure tokens (black) according to the deployment map

Scoring: At the end of each battle round, Players score 1 VP for each objective they control and additional VP coming from Rings of Power enchantments.

Rings of Power: Every round after Initiative and in
order of Initiative Players having treasures must pick one
objective to be enchanted for that round. Player having 2
treasures can pick two different objectives or pick the
same objective twice. Controlling enchanted objective
grants one additional VP per every enchantment

I wanted one of the missions with small treasure focus to introduce a new function for treasures. My idea was to have it somehow related to scoring, but not in a usual, direct way, but through the other, primary scoring method. Additionaly I wanted it to have counterplay, so both players have a full round to react to it before the scoring happens. Treasure addition also breaks the usual preference to go second in objective mission which is another strong point. I hope the “controversial” name will not scare players away (I hate that show too) and instead inspire some conversations among players.

III First Strike
(75% Objective 25% Kill)

Setup: Place 4 objective tokens according to the deployment map.
Scoring: At the end of each battle round, Players score 1 VP for each objective they control. In addition first kill of every round grants 1 VP

First of the deployment maps recycled from my previous packs, I hope it looks familiar. The mission is very simple and as in previous one I tried to add more interest to “who goes first in a treasure mission” decision. The distance to opponent might seem high, but as the primary focus isn’t on killing here its a conscious decision.

IV Hidden Tunnel
(50% Objective 50% Kill)

Setup: Place 4 objective tokens according to the deployment map

Scoring: At the end of each battle round, each Player scores 1 victory point for each objective they control. In addition, whenever a fighter takes down another fighter while both are contesting the same objective, that fighter’s controller scores 1 victory point

This mission is a mashup of a classic “Might Makes Right” mission (a lot of people will know it from theSalty Sea battlepack, but I believe it was first introduced by GW on one of victory cards – please let me know if I’m wrong here) and a great map designed by Norcry TO – Magnus. As I said in missions with heavy objective focus I tried to start the game with high distance to opponent, but due to the equally high focus on killing I decided its a perfect place for very aggressive R2 deployment that will let kill focused warbands have their fun too 🙂 As previously, “who goes first” is also far from obvious here (at least in later rounds).

V Gorewyrms Nest
(50% Objective 25% Kill 25% Treasure)

Setup: Place 3 objective tokens according to the deployment map.
Scoring: At the end of each battle round, Players score 2 VP for each objective they control. In addition after 4th round Players score 1 VP for each fighter carrying treasure
Gorewyrms: Objectives can be targeted by melee and ranged (remember that fighters within 1” can prevent that) attack actions and have Toughness 2. Count wounds inflicted by both players separately and after a fighter deals 20th wound remove this objective from the game and now that fighter carries treasure (and must drop it as bonus action if it can’t carry treasure)

With this mission I tried to implement an alternative method of “attacking” objective where you can’t hope to outnumber your opponent. Deployment map is preventing Ogors from attacking objectives in first round which is a must here and while shooting is certainly dangerous, falling behind in VP is more dangerous, as after removing the objectives there may not be enough scoring opportunities to catch up, so shooting instead of running to objectives might not work. In the end speed might be the best approach. I was hoping this mission will feel like a race.

VI Extraction
(50% Objective 50% Treasure)

Setup: Place 3 objective tokens according to the deployment map

Scoring: At the end of each round, Players score 1 VP for each objective they control. Then, they pick one of the fighters contesting that objective to be carrying Treasure. If none of that Player’s fighters can carry treasure, they instead place the treasure on the battlefield floor, within 3” horizontally of the objective. Remove objectives from the battlefield once they have been controlled by a player at the end of a round. At the end of round 4, Players score 1 VP for each treasure they control.

I stole the mission description from theSaltySea’s (best Warcry youtube channel) Tidal Pack, but changed the map as I’m not a fan of a clear “my side/your side” separation of the original. Deployment points location could be a bit more clear, but I didn’t want to redraw all the maps in different tool (I used Optimal Game State tool and I highly recommend it together with OGS youtube channel. I wish my content looked half as good as his). I think its a solid mission where more numerous warband may force a tie on objective to delay treasure spawn. Its certainly risky, but can give enemy big guys less time to win back the treasures.

VII Cursed Well
(50% Kill 25% Objective 25% Treasure)

Setup: Place 1 objective token according to the deployment map.

Scoring: At the end of each battle round, the Player that controls objective picks one of the fighters contesting that objective to be carrying Treasure. If none of that Player’s fighters can carry treasure, they instead place the treasure on the battlefield floor, within 3” horizontally of the objective. At the end of each round, Players score 1 VP for each treasure and 2 VP for each fighter taken down that round.

On the surface this mission is similar to previous one, but here the treasures serve more as an incentive to come to the center to make scoring through kills easier. You certainly can’t ignore the treasures as the combined number of VPs you could get from them is 10, but contesting objective means entering the threat range of enemy warband (also “alphablocking” opponent shield might look like an interesting alternative). Its supposed to be a good old brawl in the middle and due to low objective focus this mission wont be played by a player on “objectives only” path, as some of such factions could be slightly unbalanced here due to single objective. The “Smalls” from “Smalls and Talls” will have a bad time here and I see it as a feature, not a bug.

VIII Shrine of Bloodlust
(50% Treasure 25% Objective 25% Kill)

Setup: Place 3 objective tokens according to the deployment map

Scoring: At the end of each battle round, Players score 1 VP for each objective they control and 1 VP for each treasure they control

Bloodlust: The first time a fighter takes down another fighter where both are contesting the same objective, remove that objective from play and that fighter is now carrying treasure. If that fighter can’t carry treasure then place that treasure on the battlefield floor, within 3” horizontally of that fighter instead

This mission is a more treasure focused version of the previous battleplan with the action spread across the map. Smaller focus on killing also means you can’t alphablock enemy Hammer due to the line deployment. I hope this mission is distinctive enough to not be seen as a better/worse version of previous ones. I believe it is and hope to get feedback on this topic.

IX Temple of Greed
(75% Treasure 25% Objective)

Setup: Place 5 treasure tokens according to the deployment map.

Scoring: At the end of each battle round, Players score 2 VP for each treasure they control. In addition, for each treasure carrier, Player having more fighters within 3” of treasure carrier (excluding all treasure carriers) score 1 VP.

This mission provides a sort of a “scoring gradient” for treasures, where secured treasure surrounded by friendly fighters is worth 3VP and heavily contested (more enemy fighters around) one is worth only 1VP (2VP – 1VP for the enemy). Running/teleporting away with the treasure without another friendly fighter nearby will lead to “only” 2 VP. Outside of unique scoring I hope the map design (another one I designed for previous battlepacks) is forcing interesting decisions and properly rewords faster units.

X Witch Hunters Nightmare
(75% Kill 25% Objective)

Setup: Place 3 objective tokens according to the deployment map

Scoring: At the end of each battle round, Players scores 1 victory point for each objective they control. In addition, Players score 3 VP each time enemy POSSESSED fighter is killed

Possessed: When a player activates a fighter, the enemy fighter used in the previous activation that battle round becomes POSSESSED until the end of the current activation. Enemy fighter is not losing POSSESSED status between chained activations (from Inspiring Presence like ability) unless activations are chained because other player has no activations left, in which case fighters no longer get POSSESSED that round. Getting POSSESSED the second time in a round deals D6 damage.

Another mission where secondary scoring exists mostly to lure fighters closer to the enemy. The POSSESSED mechanic is changing the way that both Tempo and Activation Advantage interacts with scoring in a kill mission. Going first in a kill mission (at least in later rounds) used to be a no brainer, but here the first activation (and often the last ones too) have no POSSESSED fighter to kill. Having more activations is advantageous, but wait actions can sometimes be punished by “counterwaits” that will lead to D6 damage. I’m quite proud of this mission and hope people will like it like I do.

XI Reaper’s Toll
(100% Kill)

Scoring: At the end of each battle round, each Player totals the points values of enemy fighters taken down in that battle round. The result is their blood tally. If one player has a higher blood tally, that player scores 1 victory point.

Its basically Reaper with a new map that is supposed to weaken some of more “‘cowardly” strategies (“your side/my side” of the original map made running away a legit strategy and we don’t want that in 100% kill focused battleplan). I know Reaper has some problems but players on “Kill only!” path should be ready to deal with them and Reaper is a classic at this point so I think it fits here perfectly.

XII Reclaim our Relics
(75% Kill 25% Treasure)

Scoring: At the end of each battle round, Players score 1 VP for each treasure they control. In addition, whenever a THIEF is taken down, the opposing Player scores 1 VP, even if that THIEF is no longer carrying treasure

Thieves: After deployment in the 1st battle round, the Players roll off. The highest roll picks two fighters in their opponent’s warband to be THIEVES. Both fighters must be on the battlefield. Then, the other Player does the same. All THIEVES are carrying treasure. If a Monster or Beast is picked as THIEF, that fighter immediately drops the treasure.

This is the only instance were the whole battleplan (both the map and the wincon) is “borrowed” from another pack (the map has deployment groups changed and I removed D6 damage for carrying treasure close to the edge). Its my favorite mission from Tidal Pack and I knew from the beginning that the THIEF mechanic will appear in the pack. Very good mission that should fit most tournament packs (I know that the 75% kill 25% treasure might not be the most accurate here, but playing this map feels like a hunt).

XIII Bloody Trophies
(50% Kill 50% Treasure)

Scoring: At the end of round 4 Players score 1 VP for each fighter carrying treasure

Bloody Trophies: First 3 times the fighter who is not carrying treasure kills the enemy fighter it immediately starts carrying treasure. If this fighter can’t carry treasure place that treasure within 3” of that fighter instead.

You can probably guess that lack of treasures in last GW Pack inspired me to experiment with them a lot. I think one of the strengths of this map is that despite its simplicity it creates quite “healthy” listbuilding pressure. It rewords durability and is a rare case where 3 model list is a legit threat (Karkadrak with 2 FOMO or 3 Tyrants is not something you want to meet here). I think the listbuilding default requirement of 7+/8+ models minimum should be challenged more often and I hope missions like this can help inspire more diverse meta.

XIV Dragon’s Hoard
(75% Treasure 25% Kill )

Setup: Place 6 treasure tokens according to the deployment map

Scoring: At the end of each battle round, Players score 2 VP for each treasure they control. In addition Players score 1 VP every time opponent treasure is dropped (due to killing a treasure carrier or as an action).

Another simple concept: a lot of treasures with extra incentive for attacking enemy treasures. Picking up treasure with a model unlikely to survive the round might not be a good plan here. Finding the correct number of threats for your list in this mission is more challenging than it seems.

XV  River of Gold
(100% Treasure)

Setup: Place 5 objective tokens according to the deployment map.

Scoring: At the end of round 4 Players score 1 VP for each fighter carrying treasure

Looting: fighter within 1″ of an objective can loot that objective as an action. If they do, that fighter is now carrying treasure and cannot use an action to drop that treasure. If a fighter that cannot carry treasure loots an objective, that fighter immediately drops that treasure as a bonus action. After loot action is made within 1″ of an objective, remove that objective from the battlefield.

Loot and Pillage is a classic and there isn’t a better type of mission for a showdown of two heavily treasure oriented lists. Paired with the most popular map I created, this is a very strong battleplan that was already played during few events and received overwhelmingly positive feedback. I really recommend this mission.

XVI Jack of all trades
(33% Objective 33% Treasure 33% Kill)

Setup: Place 4 objective tokens (green) and 4 treasure tokens (black) according to the deployment map

Scoring: At the end of each battle round, Players score 1 VP for each of the following that is true:

  • you control more objectives than your opponent
  • you control more treasures than your opponent
  • you have higher BLOOND TALLY than your opponent

Blood Tally: Total points value of enemy fighters taken down in that battle round

The first draft of this mission called “Everything everywhere all at once” had a bit different RND2 deployment. It caught the interest of Norcry TO – Magnus who adjusted it to current state in which it was already used in 2 big tournaments last month (Norcry and TTS league) and judging from the feedback I expect more TO to use it. In this battlepack this mission serve as a backup to prevent players from heaving to repeat one of the previous battleplans.

Closing thoughts

I was expecting the pack to be used mostly for casual meetups, but before publishing this I already heard two TOs expressing interest to run the whole pack during event, so maybe I underestimated how popular it will get.

When I shared the pack with local group it was pointed to me that GW already published something similar in WD 502 called “Paths of the chosen”, so if you like the concept you can look for another implementation there (its a narrative campaign).

As always thanks for reading and I hope this article was entertaining and inspiring. Please consider giving my pack a chance or at least try some of the missions. If you enjoy my articles and battleplans I design, you can support me on Patreon.


3 responses to “Path to Glory Battlepack”

  1. Looks great! I’m probably missing something, but I can’t figure out how, how many or where treasures are placed in mission XIII?

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    • no treasures are placed, but getting a kill without a treasure gets you one until there are 3 tresures in Play. Its in the description of the mision

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      • Thanks for the speedy reply. Now you spelled it out for me, I also understand why I got confused: it states “First 3 times the fighter who is not carrying treasure kills the enemy fighter …”

        To me that sounds like some fighters are carrying, and some are not.

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