I feel warpath should either bring in answers from outside the faction via splashes or rely on their inherent strength in the later game. Not every faction needs to be equally powerful at all stages in the game or needs to have answers at every stage.
In return you start outscaling them hard in the mid game making it hard for them to do the last 60 dmg without such things as calamity or fear ferocity. At this point the onus is on you to take advantage of your mid game spike to actually kill them.
To be clear, I'm not asking for more an easier way for hermit players to beat FD. Hermit already has a nearly overwhelming advantage over most other decks, FD included. What I am looking for is a way for 3WP
to come into a game with their first units without being immediately stumbled back into support, letting the FD player hit for 40 damage.
The problem with the situation you're describing is that a flame dawn player can easily understand when their attacks aren't going to go through, and back into support. Depending on how the match is going, I would estimate that by the time a FD player backs out of attack they've dealt between 40-80 damage, and in the worst case scenario can easily use a finishing move like a flier, Sacullas, nix, fiery wish, calamity, even more stumbles, or inane combos from other factions like tactical retreat + tokens + bromich or MD/Fear + Ferocity.
Should I, as a 3WP with low health, just go all-in for two or three turns against a flame dawn player that's building an overwhelming force of cheap, high attack units in their support zone? Maybe I'm just playing Warpath wrong and I need to simply guess when is the right turn to attack.
Will guessing when to defend really prevent a loss, though? As a FD player, with nix I can nullify 3-5 (usually) of those beefy expensive creatures for the whole turn - which seems like a short time until you realize that that turn is the rest of the game.