Showing posts with label Waffle. Show all posts
Showing posts with label Waffle. Show all posts

Friday, 21 August 2020

Frostgrave Second Edition!


I hope you enjoyed my brief foray into Call of Cthulhu. I’m not sure if I’m going to add any more RPG content, as it’s turned out to be quite a pain copying and pasting from the Yog-Sothoth blogs (in fact I'm really not getting on with the new version of Blogger at all).

So, on to some much more relevant content – my copy of Frostgrave Second Edition has arrived!

The first thing you notice is that it’s chunkier than it’s predecessor, which bodes well.

The artwork is also just as great as the first edition, with artist ‘RU-MOR’ amply filling the shoes of Dmitry Burmak. It’s worth noting that the wizards and soldiers depicted are completely different to the one we’re used to seeing in the books so far – maybe we’ll see a new line of figures soon? (and they’ll be corkers, if the new apprentice figure that came with my order is anything to go by).

As you'd expect from the first edition, there is also more miniature goodness than you can shake a stick at, with Paul Cubbin joining Kevin Dallimore on paintbrush duty to produce some great, if envy-inducing, photos.

So, assuming you already have the first edition, what’s different in the second?


Wizard Creation & Warband Building

For starters, apprentices are now 100GC cheaper to hire, and have slightly better starting stats too.

Soldiers are split into two types: standard and specialist. Some standard soldiers are now free (yes, free!) while the cost of others differ from the previous book.

Some of the stats have been tweaked too and there’s a cap on the number of specialist soldiers you can hire.

Equipment-wise, having an extra dagger no longer gives you +1F, two-handed weapon takes up two item slots and ranged troops must forfeit a slot for their quiver. The armour stat of figures is also capped.


Table Setup

The rules for setting up the table have been tweaked slightly, especially treasure placement, h starts off with a central piece of loot, around which the other tokens are placed.

Deployment zones are also slightly different and there is advice on deploying at the corners.


Playing the Game

There’s no change to the phases of the game (something I was expecting given the changes in Rangers of Shadowdeep) but there are other differences (some of which have already seen print in the Maze of Malcor supplement).

Group activation has been made a little clearer. All group-activated models must make their move action first, before performing their second action. it’s been a while since my last game but I’m not sure we ever adhered to that!

Interestingly, the total of any modifier is now capped to +10, and the bonus given to a figure by supporting models is also capped.

There are also a couple of new rules for swimming and making a run for it!


Combat

Many will be relieved to know that critical hits are no longer as critical, with the double damage been replaced by a less deadly modifier (though anyone on the receiving end of one might beg to differ).

Interestingly, not everyone gets the -1F modifier when they’re carrying treasure…


Spellcasting

Let’s face it, we’re only here for the magic!

The amount of points you can empower a spell has been capped – no more boosting a spell so that it’s impossible to resist! There’s also a set casting roll minimum of 14, so, for example, casting Mind Control on an easy-to-resist 7 would be treated as a roll of 14.

Saying that, it is now possible to auto pass or fail a resistance roll on a natural 20 and 01 respectively.

There’s a new section about casting from scrolls, which tightens things up and brings the book in-line with the FAQ.

You’ve probably heard how some lesser-used spells have been removed from the second edition. These are: Create Grimoire, Forget Spell, Monstrous Form, Restore Life, Reveal Death, Reveal Invisible, and Willpower.

Other spells to see changes include: Bind Demon (renamed Control Demon), Fools Gold (different effect), Mind Control (can’t move figures off the table), Telekinesis (less effective) and Time Walk (more effective).

The new spells are: Animate Skull, Blink, Bridge, Destroy Undead, Mind Lock, Suggestion and True Sight (and they all look pretty useful!)

Oh, and the out-of-game spells now has a dedicated section in the campaign sequence.


End-of-Game

Once a game is over, there are some more tweaks and changes. The big news is that XP is capped to 300 max.

The XP table is also different, for example wizards can lo longer gain XP from killing opposing figures, but can gain a capped number of point if their warband kills and uncontrolled creature.

XP from collecting treasure is lower, and there’s n XP for casting spells below a certain casting number. However, wizards will gain XP simply for turning up and participating in the game and for failing to cast spells and suffering damage as a result - the most painful lessons often being the most effective!

Speaking of pain, badly wounded spellcasters will be pleased to learn that they now get a more generous discount from their apothecary. Should the worst happen, the formula for hiring a new apprentice has changed ever-so-slightly, as have the rules to promote them to wizard status if their master is killed.

Any player left in possession of the field no longer claims all remaining treasure, but has to roll to see if they get them.

To my mind the treasure table is a little less generous, but the black-market rules from the Maze of Malcor have been included to help you get your hands on some tasty gubbins.

The potions table is now in line with the changes announced in the Dark Alchemy supplement (thus releasing all those demons trapped in bottles) and the weapons/armour and magic items tables (both tweaked slightly) now have a selling value column. Obviously, the spell table has been changed to reflect the changes to available spells.

Some of the bases have also been altered slightly (also reflecting the changes to the spells in some cases) and the base resources have been tweaked too.


Creature Feature

To make the aspiring treasure-seeker’s life more interesting, the rules for handling uncontrolled creatures has been changed to include those with ranged weapons.

Also, while there are no new creatures in the bestiary, they now come with varying traits. These traits are then listed at the end of the bestiary for ease of reference.

Oh, did I forget to mention that random monsters now show up on a 10 or more?


Scenarios

The good news is that the 10 original, well-loved, classic scenarios are all still included, albeit tweaked slightly in some instances.

The even better news is that there are 10 brand new ones too!

Helpfully each scenario now comes with a handy list of requirements, so you’ll know what you need before embarking on your next adventure.

But don’t despair if you feel your wizard is falling behind somewhat, for the mechanism for fielding more experienced wizards published in the Maze of Malcor is also included in the second edition.


Appendices

You’ve got your spells and your wizard sheet, just like before, but now you’ve also got a handy quick reference guide printed at the very back of the book!

There’s also a section about how the changes in the second edition impact all the supplements that have been published.

The good news is that they are impacted very little! When changes are made, this section covers what, if anything, you need to do.

The only Frostgrave product that has been rendered obsolete is the Spellbook (though, to be honest, I hardly ever use the spell cards I bought).


Conclusion

Do you need to buy the second edition? No. If you and your group are happy playing the first edition, like you have been for the last five years, then there’s no need to-

What am I saying? Of course you need to buy the second edition!

Apart from being a work of art, it factors in and addresses all of the changes, suggestions, criticisms and feedback that this brilliant game has generated since the first edition was published.

Certain mechanisms have been balanced, certain spells de-clawed and certain wrongs righted. I think it’s great that Joe has looked at all the issues and produced a second edition that is still recognisable as the game we know and love whilst still supporting pretty much all the other Frostgrave products we’ve spent our hard-earned cash on.


Wednesday, 1 May 2019

Call of Cthulhu RPG

This is just a short break in between the Malcor madness to bring you madness of a different kind.

For a while now I've been getting into the Call of Cthulhu role playing game (7th edition). I'm playing a number of play-by-forum games at https://www.callofcthulhu.org.uk/pbp/.

I've also been meeting up with some of the guys from the Herefordshire Board Gamers club for some actual sit-down role playing. I started jotting down notes for each game and this soon developed into a proper blog.

Said blog, if you are interested, is called 'A Pretend Terror' and can be found on the Yog-Sothoth website at https://www.yog-sothoth.com/blogs/blog/498-a-pretend-terror/.

Tuesday, 1 January 2019

New Year's Nan


I'm starting the new year not with a Frostgrave mini, but something for my Very British Civil War collection.

(As I mentioned in my pre-Xmas post, my VBCW blog went kaput, when Photobucket tried to screw me over.)

A while ago I approached Mark 'TinShedGamer' Fuller, who I knew was sculpting some character figures for 1st Corps' interwar 'Twentieth Century Follies' range.

I told him the story of my Nan, who got into trouble during WW2. You see my Grandad was in the local Home Guard, and Nan would habitually welcome his unit back from manoeuvres by playing 'Come to the Cookhouse Door Boys', full blast on my uncle's Boys' Brigade bugle. This became something of an annoyance and eventually she was told firmly to stop!

And thus, after supplying him with some reference photos, the following standard bearer mini was born, complete with bugle!

Thanks Mark, and Happy New Year everyone!

Monday, 17 December 2018

The Silent Blogger


It’s been a while hasn’t it?

Which is odd, because there is so much I could be writing about right now – to wit:-

  • My Maze of Malcor ‘Nickstarter’ has arrived, so I have loads of monsters to assemble and paint up.
  • The new supplement also calls for lots of unusual scenery just crying out to be scratchbuilt.
  • My pals Giles and Alan are still actively playing Frostgrave.
  • The Hereford Wargames Club is still going strong, just down the road from me.
  • I have received my print-on-demand copy of Rangers of Shadow Deep, so even if I couldn’t get together with my gaming buddies, I could still be doing some solo gaming.
  • I have a new and currently exclusive and unreleased miniature courtesy of sculptor and builder extraordinaire Mark ‘Tin Shed Gamer’ Fuller to paint up for my VBCW collection.

So why haven’t I been busy painting, modelling and blogging?

Well the answer is basically ‘meh’.

Yep, I’m in one of those wargaming doldrums that everyone gets from time to time.

Of course the whole Photobucket debacle killed off my Herefordshire 1938 VBCW blog, but I’ve also not felt like doing anything Frostgrave-wise either.

The lead up to Christmas is a contributing factor. Anyone with young kids will know how busy this time of year can be, with it’s nativity plays, carol services, concerts and visits to Father Christmas.
The not-so-great priming weather has also been unhelpful.

My creative energies have also been diverted somewhat, as I’ve gotten into role playing games – the Call of Cthulhu 7th edition RPG to be exact. I’ve played a number of sessions with some of the chaps from the Hereford Board Gamers Club and so far my character is still alive and relatively sane.

I’ve also joined Play@YSDC – a Call of Cthulhu play-by-post forum, where I’m RPG’ing in a number of games, including a WW2 Doctor Who spin-off, a groovy 1960’s adventure and the epic Call of Cthulhu campaign Masks of Nyralathotep.

So not much on the wargaming front I’m afraid.

That said – that exclusive and unreleased figure? I’ve just painted her base…

Merry Christmas and a Happy New Year to you all!

Saturday, 29 September 2018

Introducing Rangers of Shadow Deep


I’m privileged to have been asked by His Royal Awesomeness, Joe McCullough, to playtest a draft copy of his latest set of Frostgrave-based rules, Rangers of Shadow Deep.

Rangers of Shadow Deep is a soon to be released self-published book that takes the core Frostgrave rules, gives them a solo/co-op twist and adds a dash of roleplaying.

The game is set in the kingdom of Alladore. Alladore is being threatened by the Shadow Deep: an ever-expanding realm of darkness and evil that is swallowing up the neighbouring kingdoms.

Art by Barrett Stanley from the book
Now it’s Alladore’s turn, and so the young King has gathered the kingdom’s greatest heroes; the Rangers; to hold back the dread tide.

Your first task is to create your Ranger – the hero of this story. You start off with a number of Build Points (BP), which you can spend on beefing up your stats, gaining heroic abilities, improving skills or recruiting companions to aid you in your quest.

On first read through the above process looks a little daunting, but in reality it was very easy to do! In fact, Joe has written a nice how-to guide on his blog, which you can find here.

The next section of the book goes into the rule mechanics. If you’ve played Frostgrave or Ghost Archipelago you’ll be pretty familiar with these, but, as this is a solo or co-op game, there are some very interesting changes.

The most obvious is the initiative order. I won’t go into too many details, but the phases are different to, say, Frostgrave. Let’s just say you don’t have as much time to react to the wandering monsters any more…

Haters of the critical hit rule can relax, but only just a little bit, and there are other tweaks which make the game challenging and fun. Experience and levelling up is also different, with shades of D&D character progression. You might also be pleased to hear that companions (warband members if you like) also level up too.

Art by Barrett Stanley from the book

The actual games are split into missions, each consisting of two or more scenarios – rather like the games in Forgotten Pacts. However you can only re-jig your companions or heal any poorly ones at the end of each mission, not each scenario in most cases. Other factors such as hunger and disease are also carried across into subsequent inter-mission scenarios.

This is also where the roleplaying feel kicks in, as the games are in effect a linked series of quests, as opposed to treasure hunts of various flavours. Instead of playing morally ambiguous wizards, there’s a nice good vs evil theme where you and your band of companions represent the forces of good.

If I've piqued your interest, please check out the Rangers of Shadow Deep Facebook page. I’ve had great fun solo-playing the game and I think you will too!

Onwards then, to the first game. Shadows are creeping ever closer to Alladore and in the vulnerable border villages people are going missing…

Wednesday, 27 June 2018

The Hat of Baron Mercredi

A few months ago, Joe McCullough launched a competition to come up with magical items for auction, for the latest edition of Spellcaster magazine. My entry didn't make the grade, but for the sake of posterity, here it is...


This battered top hat, adorned with small skulls and feathers, once belonged to the famed witch-doctor Baron Mercredi. From his lair in the Voodoo Swamps, this arch-necromancer would venture forth, ensnaring unwilling victims and turning them into zombie-like slaves. Baron Mercredi has long since perished, but some residual power still lurks in his hat. Bidding starts at 300gc.

Once per game, any spellcaster wearing this hat, who can draw a line of sight to his target, can attempt to turn his victim into a zombie-like slave. The target must make a will roll with a target number of 15. If he fails he will 'zombified' and will join the hat-wearer's warband. The target must be treated as a zombie, with the same stats (restarting at full zombie health). Targets must be 'human' - i.e. not listed in any bestiary. Effects last one game, after which the target returns to normal and rejoins his original warband.

Tuesday, 1 May 2018

Competition Winner!

A while back I held a small competition to celebrate the 50th page on my Lead-Adventure Forum Frostgrave thread, with the prize being a CP Models demon, painted by me.

Well I received a staggering, er, six entries!

Um, so at least that made it easier to choose who won.

I listed the entries in order  they were posted (1 being the first, 6 being the last) and rolled a d6.

I rolled a 1....

Which means Phil Curran is the winner!

Phil, please contact me using the form on the right with your address and a rough colour scheme for the figure, and I'll do my best to meet your requirements.

Tuesday, 27 March 2018

50th Lead-Adventure Page Giveaway Competition!


I’m a sucker for blog competitions – y’know: the ones where a wargames blogger has been going for so many years; garnered so many page-views or reached some other milestone.

Well the other day it was pointed out to me that I had reached 50 pages in my Frostgrave thread on the Lead-Adventure forum – if that’s not an excuse to hold a competition I don’t know what is!

This is my chance not only to celebrate the LAF – my favourite wargaming forum – but also give a little something back to everyone who has taken the time to view and maybe even comment on my blog (after all, it was a blog competition that got me started on Frostgrave in the first place).

So what could you win?

How about a demon painted by yours truly?
I have a lovely ‘Ubbo-Seth the great devourer’ figure from CP Models, undercoated and ready for painting (photo from the CP Models website - my version won't be nearly as good). The lucky winner will receive the finished article in the post.


So what do you need to do? Well in line with many other blog competitions you simply have to be a follower of Tales of Frostgravery and comment below to get you name put in the hat. 
Share this page on your blog/facebook page/youtube channel and you get a second stab at it (Include a link in your comment as evidence - yes, I’m very needy).

Oh, please also let me know if you want me to do the base, or leave it blank so you can tie it in with your collection.

Easy peasy!

The competition will close on 30th April 2018, after which I’ll announce the winner ASAP.
(If no-one comments and this whole thing goes down like a lead balloon I'll keep the bugger for myself!)

Tuesday, 2 January 2018

Gnauld Lang Syne


A belated Happy New Year to Frostgravians everywhere!

For me the festive season was very quiet wargaming-wise, but I did manage to finish off some Gnoll archers, knocked up from the Northstar Gnoll box set.

May the Dice Gods shine on you throughout 2018 :)

Wednesday, 23 August 2017

“I Aten’t Dead!”


No posts for nearly a month? Tut tut JP…
Well, blame the summer holidays, traditionally a time when wargames and blogging about such things tends to go quiet.

While I have nothing of value to write about personally, there have been some interesting things happening in the world of Frostgrave that are worthy of a mention.

Ghost Archipelago


The Ghost Archipelago has returned. A vast island chain, covered in the ruins of ancient civilizations, the Archipelago appears every few centuries, far out in the southern ocean. At such times, pirates, adventurers, wizards, and legendary heroes all descend upon the islands in the hopes of finding lost treasures and powerful artefacts. A few, drawn by the blood of their ancestors, search for the fabled Crystal Pool, whose waters grant abilities far beyond those of normal men. It is only the bravest, however, who venture into the islands, for they are filled with numerous deadly threats. Cannibal tribes, sorcerous snake-men, and poisonous water-beasts all inhabit the island ruins, guarding their treasure hordes and setting traps for the unwary.
 In this new wargame, set in the world of Frostgrave, players take on the role of Heritors, mighty warriors whose ancestors drank from the Crystal Pool. These Heritors lead their small, handpicked teams of spellcasters, rogues, and treasure hunters into the ever-shifting labyrinth of the Ghost Archipelago. Using the same rules system as Frostgrave, this standalone wargame focuses on heroes who draw on the power in their blood to perform nigh-impossible feats of strength and agility. This game also includes 30 spells drawn from five schools of magic, a host of soldier types, challenging scenarios, treasure tables, and a full bestiary of the most common creatures that inhabit the Lost Isles.

Yes, the latest in the Felstat stable of games and expansions is coming soon, and it’s a bit more piratey than previous offerings. Author Joe McCullough has already previewed the game at Gen Con 2017 and a couple of advance playtests have appeared on YouTube.

My gaming buddy Giles seems keen to dip his toes in the warmer waters, having a plentiful supply of painted pirates at his disposal. However I’m not so interested at present.

This is mainly because my storage capacity is already at breaking point with my snowy-themed Frostgrave collection, and I’m loathe to fill up precious space with miniatures and terrain of a completely different vibe.

I’m also content with the Frostgrave rules as they are written and, as I understand it, the Ghost Archipelago rules, while based on Frostgrave, are subtly different. I don’t want to confuse things (and, more likely, myself) by muddying the waters. That’s not to say that I won’t try the rules out if someone in my gaming circle buys them, but any warband of mine will have to put up with boiling under their furs!

The Triple Sprue Challenge


One interesting upshot of the release of Ghost Archipelago is the Triple Sprue Challenge, a competition currently being held by Osprey Publishing.

The rules are simple. Using one sprue from each of the Frostgrave humanoid boxes – Soldiers, Cultists, and Barbarians (sorry Gnoll-lovers) – you must create three figures: a Wizard, an Apprentice, and a Captain. You cannot delve into your bits-box for pieces from other ranges – only components from the three sprues (and some modelling putty and wire rods for spears, staffs etc. if you like) can be used.
To enter, please either email photos of your unpainted creations to info@ospreygames.co.uk or share your images on Instagram, Twitter, or Facebook with the hashtags #Frostgrave and #TripleSprueChallenge. All entries must be received by 30th September. We'll put together a gallery of entries at the end for everyone to enjoy.
The judges will be an elite panel of Osprey Games staff, who will be looking for clever use of the components, interesting combinations of parts, and, above all, the coolness factor. One talented winner will receive the Grand Prize: a copy of the forthcoming Frostgrave: Ghost Archipelago rulebook, the Frostgrave: Ghost Archipelago Accessory Pack and a box of the plastic Frostgrave: Ghost Archipelago Crewmen! Three runners-up will each receive a copy of the Frostgrave: Ghost Archipelago rulebook (updated from a 20% discount voucher for the rulebook).

Now I love kitbashing figures from different plastic sprues, indeed I have a handful of soldiers primed and ready to paint, but again I’m not getting involved in this. This is because I don’t have the requisite soldier and cultist sprues needed to qualify (I have a shedload of barbarian sprues, and Gnolls, though they don’t count).

Sounds like a great competition though, and I’m eager to see what creations other people come up with!

Local Stuff

Unlike me, Giles has been putting on, and blogging about, a few Frostgrave games recently and they’ve been good fun to read. If you aren’t a follower of his blog, go and take a look!

I also hear tell of a Thaw of the Liche Lord campaign kicking off at the Hereford Wargames Club. I’m pleased that there are a handful of gamers in the club who I have managed to infect with Frostgrave-itis.

Once the kids are back at school and things are back to normal I hope to get a few more games in myself. Speaking of which, I’ve been invited to set up a Frostgrave table at the next all-dayer at the HerefordshireBoard Gamers Club on Saturday 23rd September – should be fun!

Other than that, I have the aforementioned soldiers to paint up, and a rather fruitful visit to a souvenir shop while on holiday to work on...

Monday, 3 July 2017

Standing Stones, Posting Pics

The task of replacing the now broken Photobucket links on the blog continues. 
In posts with small picture counts I will try uploading them straight into Blogger and see how long that lasts. 
Posts with larger photo counts, such as battle reports, would take much longer to do this, so I’m trying out Google Slides as an alternative method of presenting them.
Therefore, most of the old battle reports will still have the same text, but instead of having photos of the action interspersed between them, there will be a slideshow at the top of the post – this will hopefully save me a lot of work!

And now, on to some proper blogging…


Many Frostgrave scenarios call for magical pillars, mystic monoliths or runic stones, not least the new Ulterior Motives pack, so I thought I’d cobble some together.


Following my experiment with No More Nails glue and EPE packing foam, which I used as a starting point for a Dwarven sarcophagus, I hacked some more pieces of foam into standing stone shapes and smeared the glue over them.


Once this has dried I glued them to circular plasticard bases, which I textured. A quick spray of Halford’s black primer later and they were ready to paint! I went for a greenish look for the stones, drybrushed with grey as they were looking a bit too green.


I then attempted to paint glowing turquoise runes on them. I’m not convinced I did a particularly good job on the runes, but they don’t look too bad at a distance.


Anyway, it’s another hole in my terrain requirements filled, and proves that EPE foam will take NMN glue, which can be sprayed with car primer, giving me more options for terrain building!

Friday, 30 June 2017

Normal Service Will Be Restored ASAP


Photobucket have decided to disable 3rd party hosting of images, unless I upgrade my account and pay silly money.

Therefore, Photobucket can take a running jump!

Please bear with me while I move my images onto another hosting site and re-link everything on the blog.

Tuesday, 17 January 2017

Every Wizard Needs His Own Spell Book...

...and here's mine!


A cracking MDF kit from Dark Ops Terrain, which can be used to house your spell cards (and/or, as illustrated, bestiary cards - these from a talented chap on the LAF)


I'm particularly impressed by the intricate detail on the corner pieces, though I was less impressed when I took the bits out for undercoating the other evening and dropped one between the wheelie bins and the fence, causing me to grope around in the dark, scanning the gravel with my phone torch for bloody ages!


Nice, inexpensive and handy stuff - highly recommended!

Wednesday, 21 December 2016

Ho Ho Ho!


Fr. Niklaus the warrior monk and his faithful mule Rudolfo have travelled to Frostgrave to join me in sending festive greetings.

Thanks for taking the time to view this humble blog and for all your kind comments - compliments of the season to one and all!

Saturday, 3 September 2016

Luke's Affordable Paint Service - Blatant Product Placement!

This is one of those posts where you link to somebody else's corner of the interweb in the hope of increasing your chances of winning a competition.

In this case it's Luke's Affordable Paint Service! Luke has a fantastic Youtube channel, which is jam packed full of terrain building, painting and general modelling hints and tips for the wagamer on a budget.


I've been a subscriber to his channel almost from the start, and even if he wasn't doing a 2000 subscribers giveaway, I'd still recommend you take a ganders at his vids!

Thursday, 12 May 2016

The Hereford Wargames Website


The new Hereford Wargames Website can be found at https://herefordwargamers.wordpress.com/ - please check it out!

This website is intended as a hub for all wargamers (and indeed boardgamers, card gamers etc.) in and around Hereford.

Our aim is to connect individuals, gaming clubs and groups – allowing like-minded gamers to get in touch and get some good games going!

Tuesday, 1 March 2016

No Comment...

It seems that comments are disappearing on various Blogger blogs, including mine.

I get a notification that comments have been posted, but cannot see them, and therefore reply, when I log onto my Blogger account.

I've added my details to the long list of bloggers experiencing this problem, so fingers crossed something will be done about it soon...

I enjoy and value everyone's comments and try to reply to each one, so this is rather annoying! Please continue with your feedback and rest assured I'll read everyone, even if I can't reply!

Thursday, 3 December 2015

First Frost – Thoughts

My good online chum Edwin suggested that I blog about my first impressions of Frostgrave – so here we are! (Warning: I might ramble on a bit.)

Luckily I knew what to expect – I’d been mulling over the idea of buying the game for a while, and so had done my research. This involved mooching through the Lead-Adventure Forum, various blogs, and several gameplay videos on YouTube. If you haven’t played Frostgrave yet, but are thinking of diving in, I suggest you do the same – if nothing else the videos will give you a good handle on the rules by seeing them in action.

Steer clear of blogs/forum threads that over-analyse the creation of warbands though. As is the nature of things, I’ve seen some posts detailing how to get the maximum potential out of your warband/magic school/spell selection etc. To me, this sucks all the joy out of a game. Go for your gut instinct – give your wizard character, write a background, follow a theme, roleplay – and then build your warband, select spells and such, based on that.

A word of warning for those of you coming in from Mordheim and such – Frostgrave is all about the wizard; and, to paraphrase the Fighting Fantasy gamebooks of yore, YOU are the wizard! The rest of the warband are simply henchmen and do not progress or level up (although if you choose to have an apprentice, he will improve in line with your wizard). I gather that a future expansion will cater for a limited improvement of soldiers, but the wizard is your main focus.

The sole aim of your wizard is his/her quest for magical knowledge. During each game you must find treasure, cast spells, zap the enemy and survive encounters. All this gives you experience and knowledge. Your warband is simply a tool – be prepared to loose henchmen – it doesn’t really matter so long as you get that grimoire!

Warband Creation

Like many skirmish rules, a big part of the game is the initial creation of the warband.

The Wizard – AKA you!

First you must choose your school of magic and choose the spells you want to start off with. I won’t list them all, or go through the merits of the various spells within each school (go buy the rules!) but there are lots to choose from.

Some spells turn your wizard into a killing machine, some buff up your soldiers, some speed things up, others slow things down. Most spells are cast in-game, while others are cast beforehand. There are big shooty fireball spells and more subtle, tactical spells. They vary in difficulty, and casting spells from a school different to your own are even harder to cast.

Take your time over this and maybe work to a theme or storyline. The wizard is the most important character in the game, and spells are his/her raison d'Ăªtre.

Wizards can carry lots of extra gear, and you can buy and extra weapons for them.

It is the wizard who benefits from any advances you may accrue during your games.

The Apprentice

You start off with 500 Gold Crowns with which to hire your minions.

It’s highly recommended that you start off by hiring an apprentice. He costs a whopping 200gc, and is basically a less able version of your wizard. His/her stats (more of which later) are not as good and he/she finds casting spells more difficult.

However having an apprentice as an extra spellcaster in the game is extremely useful. Failed to brew that important potion before the game? Let your apprentice have a go! In fact apprentices get their own phase in the game (see below).

Apprentices can carry a reasonable amount of extra gear, and you can buy and extra weapons for them.

Your apprentice improves as your wizard improves - their stats are linked.

Soldiers

The rest of your ward band consists of soldiers – grunts, minions, followers, fireball fodder.

Again, I won’t go into the merits of each and every troop type (see the author’s blog for a brief rundown) but your initial choice is important.

Do you go for lots of cheap, somewhat crappy troops, or decide that quality beats quantity? Do you want troops that can easily hold their own in a scrap? Do you want lots of ranged attackers? Do you want sneaky ones who move fast and can get that all-important treasure off the board sharpish? Do you want a healthy mix of all of them?

If you (wisely) decided to hire an apprentice, then you only have 300gc left to spend, so choose wisely!

Word of advice: don’t get too attached to your minions – they will die, or you will probably end up firing them in preference of some better soldiers. No progression for these guys.

Stats

The stats are simple. Not Song of Blades and Heroes simple, but simple enough for my cobwebby brain. Movement, fighting, shooting, willpower, armour, health – the basics.

Each soldier type has different stat values. I used this website for calculating my warband (others are available), which also usefully gives their stats. Soldiers can only carry one extra item of gear and are limited to whatever weapons/armour they have listed. 

A quick note about races: all the stats are generic - a Human thief is the same as a Goblin thief, an Elf archer is the same as a Halfling archer. There are no racial profiles or modifiers. In fact, soldier type stats aside, the only thing that differentiates is figure size. All shooting is line of sight, so an Ogre thug would in theory be easier to hit than a Dwarf thug, although conversely an Ogre crossbowman would have a better line of sight than his Dwarf counterpart.

The Wizard Sheet

Included at the back of the book is a wizard sheet. This is where you write down all the details of your warband.

Make sure you do this, as you’ll need to keep track of stuff during the game (a good A4 version can be found here).

Spending money

Let’s be honest, our main concern is (or should be) how much is this going to cost me? Apart from the initial spend on the rulebook, how much will I have to fork out for figures, terrain etc.?

Figure Selection

Although there is an official line of Frostgrave miniatures, the game is clearly designed to allow you to draw on whatever fantasy figures you have in your collection. There are no GW-only tournament-style restrictions here and no standard base size/shape either. 

I recommend a ‘what you see is what you get-ish’ approach to figures. For example a barbarian is listed as carrying a two-handed weapon, but if your only barbarian figure carries a sword and shield… well, so long as he is easily identifiable as a barbarian, or is clearly marked as such, and/ or both players agree that the figure counts as a barbarian, then all’s good.

By adopting a WYSIWYG-ish approach, fantasy gamers should be able to find a representative of most magic schools, troop types etc.

Wandering monsters are optional, although some scenarios in the book call for certain beasties. The creatures listed are pretty generic (rats, skeletons, trolls etc.) and again, fantasy players should be able to draw upon their existing stash. You can also use ‘counts as’ figures – no ice spiders in your collection? Use that old Tomb Kings beetle swarm instead.

However if, like me, you haven’t played a fantasy game for approx. 30 years (with the exception of a couple of entry-level SOBH games with my kids) and gave all your figures away years ago when you supposedly grew up, then you won’t have an extensive collection of figures to pillage. Luckily the Frostgrave community is full of players who have sourced cheap fantasy figures, such as the Reaper Bones line, or have used plastic historical figures to kitbash some minions.

Followers of this blog will know that I started off with a box set of Fireforge Games Mongol steppe warriors, and then augmented these with some individual plastic sprues from other historical ranges off eBay. Just for variation I also turned to eBay to nab some plastic miniatures to represent some troop types and as a source of cheap monsters. Also, don’t underestimate the power of cadging – some gaming chums, real and online, have very kindly given me some minis and sprues, refusing all offers of payment (thanks guys!) Oh, and I also spent a few bob on some of the many and varied miniature manufacturers out there.

So, even if you don’t own any fantasy figures, you can get hold of them cheap enough. Your warband is only going to consist of about 10 figures anyway (notwithstanding monsters etc.)

Terrain

The Frostgrave rulebook makes one thing clear – you’ll need lots of terrain. Ruins, weird statues, ruins, tombs, ruins, walls and more ruins.

Again, if you already have a collection of fantasy terrain then you’re quids in. Otherwise you’ll have to make or buy some (or, like me, play against a mate who’s a seasoned Mordheim player and has lots of Mordheim terrain).

Or you can use books, boxes, bits of polystyrene packing etc. So long as everyone involved is happy – who cares?

Let it Snow?

One concern you might have – snow. This is FROSTgrave – adventures in the FROZEN city. Do you really want to rebase all of your minis and terrain to make them look all snowy?

Well, you don’t actually have to. For a start, Frostgrave is a frozen city that is thawing – greenery is allowed! I’ve also seen (on the Lead-Adventure Frostgrave forum) Frostgrave games set in the desert, on water and of course on standard green-ish wargames tables.

If you don’t want to frostify stuff, then don’t. If anyone has a problem with that – sod ‘em!

Gameplay

So you’ve conjured up a wizard, hired an apprentice, forked out for some hirelings and got your table ready - time to play Frostgrave!

The Rules

I’m not going to go too deeply into the rules here– again, buy the book!

What I will tell you is that they are very simple and easy to pick up. As mentioned above, a look at the many gameplay videos on the myriad wargaming YouTube channels (my personal favourite being The Battlehammer guys) will tell you all you need to know.

All rolls are on a D20 dice. I’ve read complaints that this is too random, but I like it. Using D20s adds a thrill of danger to the situation – it really gives your cheapo thug a fighting chance against Mr. Scary Knight, or makes the chance of your level gazillion wizard successfully casting a spell by no means certain.

First off you plonk down the treasure tokens (rule of thumb – put them in the places that will give you the most fun in trying to reach) and then decide who goes on which side of the table.

During the game you basically have four phases – wizard, apprentice, soldier and creature.

The wizard phase sees your wizard (and up to 3 henchmen) performing 2 actions each. These actions could be move, fire, cast a spell, swig a potion etc. but one action must be movement (usually).
Then your apprentice (and up to 3 henchmen) also do 2 actions.
Then, whoever is left in your warband also does 2 actions.
Finally, any wandering monsters and creatures not under the control of the players do their 2 actions.
What happens is this:
Role for initiative – highest roll goes first and does the wizard phase
The other guy (or, of course, gal) does his (or, of course her) wizard phase
The first player’s apprentice phase,
Second player’s apprentice phase,
First’s soldier phase,
Second’s soldier phase,
Creature phase,
Roll for initiative again for the next turn.

That’s it.

As mentioned above, all rolls are on a D20 – so both players roll a D20 and add modifiers to fight or shoot, while spellcasting is done by the player rolling a D20 and trying to reach the required casting number for that particular spell (plus or minus modifiers).

Movement is in inches, and can be halved if on rough ground, climbing (all walls/obstacles are deemed climbable), taking a second move action or carrying treasure.

Note there are no morale/nerve rules. While certain spells or situations might require you to make a roll against a figure’s will, there are no skedaddles, routs or animosity type things. However I have heard of some players who house-rule that if both a warband’s wizard and apprentice are taken out of a game, the remainder must perform some sort of morale test, lest they bugger off too.

Thoughts on Gameplay

All in all I found that both of the games I have played ran pretty smoothly, and there wasn’t a lot of rulebook flicking.

The only slight annoyance I found was having to keep track of everything on your wizard sheet – docking your Templar 2 health after losing a round of battle, crossing off that potion your apprentice just drank etc. An annoyance yes, but a necessary evil in any skirmish game and testament to my own impatience and disorganised of bookkeeping rather than any fault of the rules.

Make sure you write everything down in pencil, and use a rubber (eraser for my American readers – I’m not suggesting you go wargaming ‘fully protected and ribbed for her pleasure’).

One thing you will consistently have to do is refer to the spell sheet included in the book (there is also a separate copy available todownload). This will tell you everything you need to know about the spell you are about to cast. A handy deck of spell cards is also available.

I’d also like to see a printable list of all soldier types and creatures that I can refer to throughout the game without flicking through the rulebook, although I acknowledge that giving away too much information might preclude some people from buying the rulebook first.

All that aside, the most important question is: did I have fun?

YES!

I thoroughly enjoyed the games: playing was easy, and that little bit of background you give to your wizard really helps add colour to the proceedings.
There were no horribly unrealistic situations arising from the rules and we both went away happy.

Post-Game

If you’re playing a campaign (and there are a bunch of scenarios in the book, plus a separate mini-campaign, notwithstanding expansion books) there’s even more fun to be had post-game.

First you roll for each member of your warband who bit the dust (or snow) during the game. Yes, for those of you who have grown emotionally attached to your figures, death is not a certainty – your minions might actually survive or miss a game (or they might die – sorry).

For your wizard and apprentice it’s not so straightforward, and a whole host of wounds and injuries await a battered spellcaster (or again, they might actually die).

Then you can choose a base (inn, library, laboratory etc.) – each type confers different benefits.
You then tot up all the experience you have gained during the game – 100 experience points = 1 level. For each level your wizard can improve a stat, make casting a certain spell easier, or learn a new spell.

Of course, in order to learn a new spell, you must first have a grimoire for it. This is where rolling for treasure comes in. For each treasure token your warband has grabbed, you roll on various tables. You might get gold (to buy new, better soldiers or replace dead ones), magical weapons and items (why not give your archer some added oomph with a magic bow?), scrolls and potions (one-off spells that you can carry into battle) or grimoires (a Reveal Death spell – just what I always wanted!)

If you have enough gold you can also buy these items, or indeed fit out your base with extra goodies (need an extra warhound? Buy a kennel!)

Levelling up

A quick word about levelling up your wizard. Due to the vagaries of luck, circumstance (or in my case, tactical ineptitude) you might find the difference between your wizard’s level and that of your regular opponent to be too great after a few games.

Some players have written of their concerns about this, suggesting that the rules allow wizards to progress too quickly. However others have expressed their satisfaction with the rate of progression, saying that it's actually okay, and that a few points of difference don’t really matter.

I haven’t played enough games to form my own opinion, but we’re all pretty reasonable people aren’t we? I’m we can concoct various house rules to cope with any such eventuality.

Conclusion

(Finally!)

That’s the thing with Frostgrave – the rules are basic enough to pick up and play quickly, whilst allowing you to introduce any house rules you see fit. Yet the sheer number of spells, troop types, magic schools, creatures, treasures etc. gives the player an infinite number of playing styles, tactics, scenarios and the like.

When Frostgrave came it out generated quite a buzz, and I think that buzz is richly deserved. Wizards, magic, monsters and treasure – what’s not to like?

Bottom line – it’s a great game, go and play it!

Friday, 6 November 2015

They stumbled through the blizzard and beheld Frostgrave...


Welcome, intrepid treasure hunters, to yet another my Frostgrave blog.

As you can see, my warband has battled through the raging snowstorm to reach that most dangerous of places, Frostgrave - the lost city of magic and terror.

Many of you will know me through my Very British Civil War blog and Miniatures Guide, so why Frostgrave?

Well like many gamers I've been attracted by the buzz that this new-ish game has generated in the wargaming community and, being a closet fantasy fan, it was only a matter of time before I too strapped on my snow boots and began the perilous journey to that ancient city of wizardry.

However two things were instrumental in finally giving me that final shove:-

1 - I was lucky enough to win a competition on the excellent Canister and Grape blog. I ended up with a number of Secret Weapon corpse field bases. Now, short of a sudden zombie outbreak in 1930's Britain, it was unlikely that I would use these in my VBCW stuff, but use them I was determined to do...

2 - Out of curiosity I looked at a few Frostgrave gameplay videos on Youtube, and came across the guys of The Battlehammer. They make playing Frostgrave look easy (always a good thing) and more importantly fun (an even better thing!)

So here I am, feeling a little nippy, but warming up nicely. Soon to follow will be some photos of what I've painted so far (you may have seen them on Facebook and the Lead Adventure Forum already), and there's plenty more to come!