Thursday, September 3, 2015

The Warband Continues

Not a full day after the paint had dried, I got in a game of Frostgrave with the Ashen Order and it was a good one.  They fought against a band of dwarves in a straight up fight since we forgot the book and, thus couldn't roll for scenarios.  A horrendous number of casualties were taken by both sides.  To be honest, it was a pretty one-sided fight from the beginning.  We were seriously outclassed by the veteran dwarf warband and Frostgrave has no real balancing mechanic for that.


Basically, it worked out like this:
  • Rodrigo the thug darted forwards, grabbed something that looked valuable and under orders from the wizard ran away with it and didn't stop running till he got back to camp. 
  • The archer and the apprentice got in position behind some rubble piles on a riverbank, to provide covering fire to the rest of their companions. They took out a dwarven thug but ultimately they were both badly wounded by enemy arrows and were presumed dead, They turned up at camp three days later, having played dead and floated away in the river. 
  • The two dogs and two knights charged ahead to grab something else that looked like it might be magical, valuable, or both.  Sir Liam took the loot and started to fall back with it towards the wizard (Magnus the Mad) who was casting spells to cover them.  Unfortunately a dwarf barbarian and wizard caught him and beat him to the ground while he was burdened with the treasure.  Magnus jumped in, and struck down the enemy wizard, drove back the barbarian and left as fast as he could, with a senseless Sir Liam over his shoulder.  The barbarian took the loot rather than try to pursue them. 
  • Meanwhile, Sir Samuel and the dogs had killed the enemy apprentice and a soldier or two, then retreated themselves when they saw how bad things had gotten.
So two apprentices, a wizard, and some four or five henchmen were taken out of action.  Anyone familiar with the rules to Frostgrave will know that was a horrendous bloodbath of a game. None of my casualties stuck however (you roll after the game for them) and the one treasure token we got turned out to be a small pile of coins and a magic orb.  You can sell magic items in this game (for half their value) if you don't want them.  I desperately needed to amp up my troops but the orb seemed like a fairly weak item for where I'm at in the game.  Looking at what the orb was worth, and figuring I only had two slots left in my roster, I could cash it in and add two very high quality guys while still retaining cash for future emergencies. 

So I reasoned that Magnus sent the orb back to the nearest castle of the Ashen Order, and the castellan decided to send a couple men out to find this warband and aid them in bringing more things back that the Order can use in their relentless persecution of necromancy. 

I wanted to add a lot more shooting to the warband because I actually got kind of lucky in this game.  I'm still very badly under powered compared to the others in the campaign and shooting favors the weaker army, and will tend to dominate skirmish games anyways.  So I added a tracker and a marksman, basically an archer and crossbowmen but with better stats, better close combat gear, and the marksman trades off some of his movement for better armor. Given that the knights have a low move already, I knew I couldn't add two marksmen or I'd be outmanouvered so, a tracker was the best choice for my 10th model. Also it seemed like a reasonable thing that the tracker and an old veteran sniper would be able to go out into  the wilderness and find the party of Magnus the Mad.  So with all that figured out, I had to make myself the relevant models!

I made the marksman and tracker with a mix of Perry and Fireforge bits.  The marksman was easy, just a mailled man with crossbow and sheathed sword.  The tracker gets a staff as his close combat weapon, so I just used a spear-arm with the spearpoint cut off to make his walking stick.  He's wearing a leather gambeson, and a Perry Bros longbowman arm and head fit with the Fireforge torso/cloak perfectly. 

The last thing to do is pick new skills/spells for my wizard.  By killing the enemy wizard he gets to level up several times between the games, which is pretty cool. I'd played two games of Frostgrave already. Playing with a specifically painted set of models was lots more fun though, as it usually is for any game. As someone who enjoys the modelling aspect of the hobby, I felt the game lends itself to creativity in modelling more than any other game I've played.  How?  Paradoxically, by stripping away a lot of the rules for specific models!  Every troop type is presented in very broad terms which allows some fun leeway in your figure building.  But it does this without falling into the trap of making them feel bland.  My verdict is, the game is really very good and you should take a look at it.  The comparisons to Mordheim are valid but there is a lot more to this game than that. If a 1990-something edition of Warhammer Fantasy Battles and a 1980-something copy of Dungeons & Dragons had a kid together, this is probably what it would look like.

2 comments:

  1. How long does it typically take to set up and play a game? Also, how does terrain factor in? Is it dense or sparse?

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  2. I think it takes us 1-2 hours of actual setup/play/teardown/bookkeeping time. But its hard to say as we are chatty, and I am slow on learning the rules.

    The books says you should use a square table between 2x2ft and 4x4ft. They also state that while bows shoot 24 inches, you should NEVER be able to draw an uninterrupted 24 inch line across the table. So terrain is dense but its a small table so most gamers won't have trouble coming up with enough scenery for it. The whol game is themed for stone ruins, most of us have lots of those.

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