Showing posts with label gamer. Show all posts
Showing posts with label gamer. Show all posts

Thursday, 1 December 2016

Bandits, bandits bandits! Frostgrave 01 DEC 2016

Our pursuit of building the better Frostgrave scenario continues with this one -

Bandits! Bandits! Bandits!
by Donal

A bunch of bandits are trying to profit from Felstad the same way our Wizards are - by grabbing treasure! They didn’t reckon on a pack of warbands turning up while they were trying to slip away with the loot. They hole up and try and sit the fight out, not realising that greedy Wizards will happily sacrifice soldiers to root out a nest of Bandits.

Set-Up

There are 1 bandit Archer and 1 bandit Thug (stats as per normal Warband members) per player, plus a bandit Knight as a “leader”. They’ve already collected one third of the treasure chests (1 per player) and have established a fort somewhere near the middle of the board. This should be a square about 10” per side with some high ground for the Archers to stand on. The Thugs should be grouped with the Treasures behind some barriers, walls or other 1”+ high obstacles.

Special Rules

The bandit Archers shoot at the closest visible Warband member every turn in the Monster Phase. The Knight and Thugs do nothing until a Warband member crosses the barricade. Once that happens, they move to attack the closest Warband member within their area. If a Monster Phase starts with only bandits in the area after they've been engaged in combat, the surviving Thugs each pick up a chest and attempt to make it off a random board edge, escorted by the Archers. The Thugs move directly towards the edge, only fighting if engaged (although they will force combat within 1” of a Warband member), using both actions to move. The Archers move first and then will either use their second action to shoot the closest Warband member within LOS or move again. They will stay within 6” of the Thugs. They continue until they are dead or off the edge of the board.

Treasure & Rewards

Each bandit a Warband kills (regardless of which member of the warband kills them) nets the Wizard killing them 10 extra XP.

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This scenario worked fairly well, in that the 3 treasures gathered by the bandits drew us all into conflict for the "pot" of treasures that they were guarding. It made for a bit of a snafu in the middle where no model I sent in came out alive! Eoghan picked the side facing the bandit's compound on set up, so as myself and Ger tried to come around at them and into his LOS, he punished us for it. And he ended up having the shortest escape distance (only by inches, but still). In the end, the bandit Archers were the most dangerous part of the equation, so we obviously wiped them out as soon as we could. The others didn't do so well, but more on that in a second.



Set-up time! Eoghan is coming in on the long edge on the bottom of this pic. Ger is at the top. I'm on the short edge on the right of the picture. The bandits are that little gathering just outside the round-topped building in the middle.



Look how tightly packed my set-up was! Close, tight, professional. There's no way a group this good looking could leave the game with 66% casualties, is there? Yes. Yes there is. 4 miniatures walked off the board under their own power, everyone else was broken somewhere.



Eoghan gathered under cover just outside the bandit's LOS. One of the bandit Archers on the roof one-shot no-scope killed one of Ger's Archers with a Critical Hit in the first turn, but then after that they didn't have a massive impact, except making us wary of ranged attacks as usual. Eoghan made devastating use of a spell he hasn't unleashed before - Scattershot, which makes a low-power attack against every enemy figure within 12". He hit my guys and the bandits again and again and again until all those low-power attacks added up and we were on our knees.



Ger came in behind the building and had to work around the long way for the pot of treasures. He definitely got in the mix though, and certainly caused me a whole mess of trouble during the game. In fact, myself and Ger ground up against each other so hard that Eoghan would have had an easy game - if not for wandering monsters!



Our love of wandering monsters destroyed Eoghan this game - a White Gorilla came in an single-handedly flattened 2 or 3 of his dudes and wounded his Sellsword. His left flank was decimated by one big monster wandering on field. Brutal. This left him without the reserve he would have needed to drive Ger away and really win all the marbles.



Ger had acquired a new Construct, so he made this charming home-made model with a creepy, creepy face on the front. It got killed this game though, so there's no need to worry about seeing this nightmare smiling at us again. At least until he gets another one.



The carnage rolled on and on in the middle of the board, but as I said no-one I sent in came out in one piece. Eoghan came out with 4 treasures in the end, I got 2 and Ger got 3. A slight imbalance in treasure return, but still close enough that the scenario seems kind of balanced. The bandits might need some kind of AI behaviour to make them do something. The poor Thugs and Knight got ripped apart without achieving anything except delay.

We might be able to get another game in next week? Who knows with the way schedules align. We can but hope!

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

Thursday, 10 November 2016

Another day, another Frostgrave 10 NOV 2016

Yay! Game on in the city of Felstad. We had to rush this game as Ger had to head to work asap, but it turned out that my newly written scenario (below) made us hustle as much as possible!

The Piper of Felstad
By Donal

Unknown to our heroes, an unusual musical device attracts monsters to itself. The magical seal on a nearby treasure is currently keeping it inactive, Once that seal is disturbed, however….

Set-up

Set up 3 treasures per player as normal. Something can be used to represent the musical device if desired, but it’s not necessary.

Special Rules

No roll is made for wandering monsters. Instead, every time a treasure is collected, roll a dice. On a 16+, the seal on the musical device has been cracked. Add 3 to the roll for every treasure already collected. Once the seal has been broken, a random encounter is generated every turn until the end of the game.

Treasure & Rewards

The Wizard who gets the chest that breaks the seal off the board gains 50 extra xp from studying the seals on the chest.

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We kind of forgot how my Special Rules were written, so we may have rolled for wandering monsters as well as the whole sealymajig. We still love monsters in our games of Frostgrave, so anything that gives us monsters, monsters, monsters is key to us enjoying the game. It turned out that the third chest picked up - by my Barbarian - broke the seal and then there were Monsters EVERYWHERE! Well, actually, most of our results were Giant Rats, which turned up to be not that dangerous a threat. Maybe the SR should limit it to Level 2 or Level 3 encounters (See Frostgrave rule book if you want to find out more about encounter levels). There was only one real moment of terror (for me) when an Ice Toad ripped one of my guys to pieces and badly damaged another. Here's how it panned out - Ice Toads do treble damage and he rolled a natural 20 on the dice, which causes double damage. So my poor Infantryman, who has 10 Health, took 60 damage? It has to be the most punishment one of our dudes have taken so far.



I didn't bother with too many pictures, we were moving too fast for that kind of thing. I'm coming in at the narrow end here, Eoghan is on the long end to my right and Ger on the long end to the left. I've been mostly taking a short table edge on set-up (although Frostgrave is meant to be played on a square field, so bear that in mind on this ramble). A short front means it's easier to project control down the board, particularly with the way that LOS and missile stuff works in Frostgrave. But the point *is* to get in, collect something and leave anywhere on your edge of the board. So do the guys get an advantage on the long edges as they get nearly half as long again to escape with treasures off? Also, this session ended up with a weird case of "travelling" - Eoghan's Wizard almost went the whole way across the board to Ger's side, which has been unusual in our experience. If I wanted to do the same thing down the length of the board, it would take a waaaaaaaaaaaaaaaaaaaay longer journey.



Eoghan came in packed tight and ready for action. He continued his "everyone gets hopped up on goofballs" strategy. They all drink a ton of potions on turn one and come in buffed (we use blue tokens for buffs). I don't know how much he's spending per game on his guys weird habits, but it must be adding up.





Ger came in strong in the middle and then slightly thinner towards the end furthest from me. He then climbed on a lot of stuff. It was weird in this game, none of us could cast a spell to save our lives. We had to spend health non stop to get spells to work. Ger got a 1 twice on Summon Demon, which creates a hostile Demon that attacks you straight away! Considering we've all levelled up our spells so that they're easier to cast, some of them as much as the system allows, it's weird that we failed more than probably even our first game! Our baby Wizards put us to shame.



Ger and Eoghan clashed hard in the middle of the field. Through poor luck and (probably) those extra Demon attacks, though, this time Ger was the one who bled most profusely. He had an impressive casualty list by the end of the game.



I had a more cautious game ( as usual ), but I tried my hand at a bit of flair here and there. My thief ran along this roof and jumped onto a nearby tower for a satisfying treasure chest collection.



My Archers and Apprentice combination still should be a good base of fire, but my Apprentice suffered the same terrible spell casting as everyone else and my Archers continue to be useless. They contribute a fear factor at least, I suppose. Keeps the guys wary.

Another cracking game of Frostgrave. The extra monsters (and there was loads) added a decent amount of extra violence. We got three treasure chests out each, and again, balanced rewards suggests a fairly balanced scenario. Very unbalanced casualties, think Ger must have had an 80% KO rate on his permanent warband members. I don't know when we'll next have a chance to play, hopefully the stars align next week, but Eoghan has written a crazy scenario that involves a Dragon that might make for another bloodbath of the highest order.

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

Tuesday, 11 October 2016

How many worms in your (Frost)grave? 11 OCT 2016

Another game of Frostgrave under our belts and straight after the last one! A great way to scratch the Frostgrave itch. We went with the scenario from the main book "The Worm Hunts". We lowered the Target Number (TN) of the Worm appearance to 14 with +1 on the dice roll for every treasure picked up. Also, it's not 100% clear whether the scenario rules can lead to infinite worms or if the intent is that there can only be 1 worm, so as lovers of carnage we decided that there can be up to and including infinite worms. This may have backfired on us somewhat. The worms are basically the same as those Werewolves we kicked to pieces last session, only with more Hit Points. So no problem killing those, right? Wrong. The worms, man, the worms. We'll see them in our dreams.



Yo.



Here's our initial layout. This is my entry side closest to the photo as usual, with Eoghan coming in on my left and Ger picked the far table side from me this time.



This is how I fanned onto the table. My zombie is obediently collecting a treasure chest. Ger brought this cool ship model, so my Ranger stood on the prow for a lot of the game. It afforded a nice view point over some of the terrain just beyond.



Eoghan came in in a nice tight wedge again. He's taking to tactical arrangements recently. He didn't quite get back the to casualty levels of his usual form this game either (he left that to Ger - 6 men down).



I forgot to get a snap of Ger's initial layout. He recently got Leap much like myself and Eoghan have since game 1 and was throwing his guys around with abandon. This poor soul got thrown to the top of this tower to serve as a vantage point for his archery and then everyone in his LOS shot him to pieces.



We needed some worm models so Ger created these great Graboid-esque dudes. When we left Pub Scrawl last night he had 0 and by midday today he had three ready to go. By the late game I think there were 7 active worms, so not quite enough, but pretty great.





Ger's guys collided with Eoghan's right at his initial set-up and kept piling in. I don't know if it's obvious from these pictures, but they almost had a traditional wargame there at some points, there were so many units piling in. 12 of their 20-odd Warband members were probably within the same 10" square, locked in combat for several turns.



Eoghan had a Treasure Hunter that he had spelled up to the gills - this guy had a Potion of Strength downed, was Fast Act-ing and had something else as well (Possession?) but I can't quite remember. There was one last Treasure Chest left and this guy did an epic run for it - running up the wooden stairs you can see in the back of this pic and then jumping across to this stone arch - chased by Graboids the whole way. He made it to the treasure, but died up there, as did many of us.



And why did many of us die up there? Well, the rules for the scenario state that if you generate a worm, it appears randomly beneath one of the remaining treasure chests. But, if, as happened to us, you collect all the chests but one and then start generating lots of worms every turn, they're all going to be at that location. And that location is going to be a death trap. Ger put one of the chests into the ruined tower, which was quite hard to get to. And so it became the TOWER OF WORMS!



If you walked anywhere near the place, you got covered in worms. Covered in worms! It got crazy. Basically, that chest was a loss - but who was it a loss for? Ger, as it happens. Myself and Eoghan walked away with three each but Ger had to lick his wounds with the cold comfort of two treasures.

It was another great game of Frostgrave! This one was punchy, fast. We were all back on form and the worms made it super, super dangerous. Magic flew about and blood was spilled, without it feeling like a horrible bloodbath. There was some nice sharp fighting between Ger and Eoghan without it feeling like they were trying to destroy each other.

Lessons learned - The spell Wizard Eye which I picked up recently and haven't really been using is a fantastic spell. I similarly wrote off Fog in the first few games but have discovered its facility. Wizard Eye gets stuck on the side of a piece of terrain and lets you cast spells through it with a 180° LOS which is crazy. I stuck an Eye from my Apprentice on one high building and one from my Wizard on a facing high building and could then Bone Dart anything in the centre of the table with impunity.

Nothing in the rules say you have to Leap your own guys. We have to check in on the errata yet, I suppose, but at one point Eoghan was able to Leap one of the worms away from his troops, which may have saved him enough to be able to retreat off the field.

edit - You can't Leap anything except your aligned figures, it turns out. The Author covered it during an errata Q&A on Lead Adventure.

More Frostgrave soon!

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

Thursday, 1 September 2016

Children of the (Frost)Grave 01 SEPT 2016



I'm wondering how tedious these Frsotgrave name puns are going to get.

So we ended up having no Frostgrave this afternoon as Ger was called away to work (boo! hiss! work! What good is pay compared to shiny treasure?). And various timetables are so busy that we're probably not going to have any chance to play for the next fortnight. So anyway, here's some Frostgrave related content. My current roster! This is where I have ended up after the 5 games chronicled on the blog.

I haven't fully painted the miniatures I've been using for the warband, but I'll soon do a little update with the minis I've been using and where they come from. They're mostly from Hasslefree, Red Box and Heartbreaker, with only one or two exceptions, I think (too lazy to go check right this minute - they're all of ten feet away!). I have been using two old Games Workshop multi-part Skaven (which you might see in some of the photos) to substitute for my archers, as my Red Box Archers aren't on their bases yet.

Level 18 Necromancer 1800 XP
M F S A W H Notes
6 +5/+6 +2 10 +4 15
Equipment - Hand Weapon, Dagger, Potion of Healing

Apprentice
M F S A W H Notes
6 +3/+4 +0 10 +2 13
Equipment - Hand Weapon, Dagger, Potion of Healing

Spells:
Chronomancer
Crumble 12

Elementalist
Elemental Hammer 14

Enchanter
Telekinesis 12

Necromancer
Bone Dart 5
Raise Zombie 7
Spell Eater 11

Soothsayer
Wizard Eye 11

Summoner
Leap 7
Possess 14

Witch
Fog 9

Vault:

Grimoires
- Banish
- Illusionary Soldier
- Mind Control
- Poison Dart
- Time Store

Potions
- Healing
- 2 x Invulnerability

Weapons
- Dagger of +2 Damage (Haven't figured out who to give this to yet)

Home Base:
Crypt (+2 on Raise Zombie)
Kennel (Extra slot for a Warhound only)

Treasury:
985 Gold

Level 1 Captain (Sellsword Expansion) 120 XP
M F S A W H Notes
7 +2/+3 +1 11 +3 13 Furious Attack, Coup de Grace
Equipment - Hand Weapon, Dagger, Bow, Leather Armour, Gloves of Strength (+2 Damage)

Collection of Misfits:(All base characters from the main rulebook)

Infantryman (Potion of Strength), served all 5 games.
Thug (Potion of Toughness), served all 5 games.
Archer, served all 5 games.
Archer, replaced a dead Archer, served 3 games.
Thief (Potion of Invisibility), served all 5 games.
Ranger (aka "New Guy"), served 3 games but missed the last one due to injuries.
Barbarian, served 3 games.
Warhound, somehow has survived 5 games.
An inevitable Zombie (summoned each game, doesn't count towards group limit).

BTW, there's a handy "Warband Builder" online that lets you futz about with the costs of building a warband. It doesn't have the expansion soldiers or the spell listings for the wizards, but it lets you put a group together and watch your budget for that starting 500 gold (you can also see the base stats for all the various infantry types there).

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

Thursday, 25 August 2016

Dungeons of Frostgrave 25 AUG 2016

So we went back to the Frostgrave scene, but we tried to incorporate the Into the Breeding Pits dungeon rules this time. Now normally you set up the terrain as normal but you put a "ceiling" on so that you get the underground effect, but I have over time collected several copies of the tileset from Advanced Heroquest, which makes a serviceable dungeon when you string it all together. It worked out okay, but the climbing over terrain aspect of the regular game is more appealing. The photos, however, are much less cool with the tiles than our normal set up. Next time will be The Keep, I think, with the random teleporting about as an excellent addition. More on that next time.

Some rules from Into the Breeding Pits do add some fun, with a chance for Secret Passages and Traps being in play (although we never got any) and a bigger margin for the chance of random monsters when treasure chests are picked up. We'll be keeping those changes as they worked for us. The fact that once the Treasure Chests have been lifted stops any risk of monsters turning up has been bugging me, so we discussed a new rule - from now on, between the last chest being picked up and the end of the game, we're going to roll a check dice every turn. On a 20 (?) or thereabouts, another monster will turn up on us.

There's a fantastic rule in Breeding Pits about placing the random monsters. When they're generated, every player rolls a dice and subtracts their Wizard Level. The highest remaining score gets to place them according to certain specifications. While we won't need to apply it in that circumstance "aboveground", the bonus it gives to the lower level Wizard is a very good mechanic. I'll be watching for more opportunities to wedge that one in.

Here's the original set up. We had to enter via the stairs on our board edges (we had two stairs each) but anyone could leave by any stairs they could escape up.


I split into two halves. My Wizard went in with his usual bunch and my Captain, who got seriously bloodied where they ground up against both Eoghan and Ger. My Ranger (aka "New Guy") was missing a game from his injuries from last time.


My Apprentice brought in all the quick movers. I almost headbutted Ger here, but he retreated back to the richer pickings of the centre of the board. This pack just kind of slinked around this end of the dungeon


Part of why I got bloodied was because ( unusually for me ) I took a risk and pounced on his captain with my captain from around a corner. Then half a dozen of his guys came around another corner and settled my captain's hash. The Captain (from the Sellsword) expansion are okay, but at this stage if mine was killed, I don't think I'd replace him. They're not quite good enough for the price you have to pay (and keep paying) for them.


Eoghan was right behind that group of Ger's though. Killing his thief, they worked around in a pincer to attack him from behind.


The mid game saw the guys slugging over the central avenue, where the most chests were. There were some sharp highs and lows. I left a thug behind to cover my wizards escape who I was sure would die in one combat, but he showed us the meaning of thuglife and lasted through several attacks.


Ger came in through two stairs, but ended up escaping out through one as Eoghan pressed him hard.


Another bloody game of Frostgrave, but this time down in the dark dungeons of Felstad.


A great game! It's a lot easier to tidy up dungeon tiles than cardboard houses and we started earlier. Someone did ask me since, so these three player games have been taking about 4 - 5 hours. That said, we're not pushing to be tight on time. You could probably get through them an hour faster if you were just taking turns as fast as possible. We won't be revisiting the dungeons again though, the climbing on stuff is much more fun than the claustrophobia of the rooms and passages.

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

Thursday, 11 August 2016

Drinking from the Well of Frostgravy 11 AUG 2016

Another week, another run at the Frostgravy train! This time we picked the scenario "The Well of Dreams and Sorrows" - a well in the middle of the field has an ancient source of magical power in it, giving XP to any wizard who drinks from it. We changed the scenario a little, to make it more "Salmon of Knowledge". The first of us there would get 200 XP, the second 100 and the last 50, just to drive the conflict a bit.

Here's the set up. I'm entering from the left here, Eoghan from the top and Ger from the right. Our oblong playing surface is probably a little unfair to Eoghan, we probably should have moved the fountain closer to his side. That may have told in the end, as Eoghan was the one who acquired the lowest XP reward. Hopefully it wasn't from that minor unfairness. :)


Once again I forgot to take enough photos. Here are my guys on the way out. I discovered the joys of the spell Fog, which I took to fill an empty slot in my spell line up, but which is actually super useful. We're finding that the missile game in Frostgrave is everything, so anything that blocks LOS on those pesky archers is key. I meant to make some kind of woolly counter to mark its deployment, but I forgot. The line of green tokens is where the Fog is covering my retreat. You get XP for every successful spell you cast and Fog has a very low Target Number, so it's a good fallback to acquire easy XP.


Eoghan established a base of fire down this street with his Wizard and about a million archers, so that Fog saved me a million incoming arrows. The guy in the foreground is my Thief, he knocked back a Potion of Invisibilty so he could wander about mostly freely. It's been my approach in the last two games, but the opportunity to capitalise on his invisibility hasn't come up. The chance to pounce never came to be. I love all characters that have a high Move score, so Thieves, Barbarians and Rangers are the business, but the Thief being a loose cannon wandering isn't a useful tactic.


Eoghan is also fond of Warhounds, he bought a pack of 4 that hovered around on my left. My Captain (Sellsword) and Barbarian went off to take care of them, with quite a bit of success. However, just in the last round of pitched melee, the last wounded Warhound managed to push my Captain back an inch - out of combat and straight into the LOS of that Wizard/One Million Archers base of fire he had established. Needless to say, he was KO'ed instantly.


Ger found a little fortified corner to hold out in and summoned imps and cast spells/archery out of. His Wizard tactically Teleported out to the Fountain early and grabbed the best XP reward out of the Fountain, then ran back to the rest of them and re-secured the position.


All in all a great game of Frostgrave. It was a normal treasure chest set-up and we worked an even split, so three treasures each. The Fountain being a descending reward drove us to fight it out a bit, but it was still quite gentlemanly. Eoghan and Ger had a slight fracas as Eoghan tried to take one of Ger's chests off him and myself and Eoghan had the "Dog-"fight where our deployments rubbed off each other, but it was nowhere near the bloodbath of our last game. I should maybe publish a roster of where my warband has ended up. I've achieved a satisfying level 13 after 3 games, which I think? is pretty boss, although we have no Frostgrave peers about to compare with. As the cash builds up in the vault, I am thinking about dumping some money down on Magic Weaponry. It might be super expensive in the game, but it gives a great edge. We'll be back next week with more, we're thinking about "The Silent Tower". In an ideal world you roll on the chart of scenarios, but we like to pick the ones that suit.

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Keep an eye out for further updates and Art & miniatures on my Instagram profile!

Tuesday, 2 August 2016

The very Frostiest of Graves 02 AUG 2016

So it may have been a terrible idea to try and start a gaming/miniatures blog just before my other blog (Galway Pub Scrawl) started the 31 Day Drawing Challenge in July. The workload kind of dominated any chance of putting paint on miniatures when I had to put pencil to paper instead. So everything is as finished as it was a month ago, but we had to shake the cobwebs off with a game of Frostgrave with the same set-up as last time.

We had to try to mix it up a bit with a scenario, so we went with The Mausoleum, a building in the centre that spawns skeletons all over us, one per turn ad infinitum, with a scattering of them starting on the board to keep us on our toes. The skeletons didn't make a huge difference in the end, although they did slow us up and once or twice land telling blows on an unwary thug or other goon who strayed off alone. The real difference was that it was a BLOODBATH with a widespread slaughter of both Ger and Eoghan's warbands, and a fair denting of mine as well (we use red tokens to indicate where someone got killed, so check out the quantity of those in the photos). Both of the guys Wizards went down, and Eoghan's died in the after action resolution rolls. Rough. Although he is happy to change colleges and get a new set-up, it is a bit of a blow to lose the work he's done.

I forgot to take a lot of pictures, I have to get into the habit for any AAR, or at least give me some options for some better ones. I was also kicking ass, so that may have been distracting me. That's most of my warband coming in from the left, and Eoghan's spread of Captain and Marksman trying to harass me from the top of the picture -



Ger got severely bloodied. Eoghan had taken 3 warhounds which swept around from his side and pinned down Ger's group for incoming missile fire from both Eoghan and myself. That's Ger's Captain and Apprentice getting ready to face the charge of the hounds up by the huge Knight statue -



My Necromancer and his dedicated bodyguard keep an eye on Ger's team. My new Ranger climbed the side of house to provide missile fire. My Necromancer/Apprentice's Bone Darts were the real damage dealer of the game.



From Eoghan's corner looking down. I'm on the right here, Ger is on the left. This is pretty late game (noted by the amount of red tokens everywhere. There's no particular need for them in Frostgrave, but it's a good habit for games where tokening dead bodies do matter) -



Ger escaped with 1 special and 1 regular treasure, I got two of each. Eoghan got one special treasure off board, but as his Elementalist is so much chopped meat now it didn't count. We're going to try and pump out a game once a week and I'm going to try and paint a lot more before then!

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Keep an eye out for further updates and Art & miniatures on my Instagram profile!

Sunday, 26 June 2016

Bitten by the Frostgrave bug 26 JUN 2016

Never mind an introductory post of any kind, we've all been bitten by the Frostgrave bug. It's been nice to be able to pick up the Kindle versions of all the books for a bit of a discount, but flipping about for reference is a bit of a pain in the butt.

Myself, Eoghan & Gerard knocked together 3 warbands and took to the frozen streets (aka my dining table) and duked it out for some treaure and etc. I meant to take more snaps to put together a bit of an AAR, but seeing as my terrain and all the miniatures are still somewhat a work in progress, it's probably for the best that I just took a few. Our warbands all included a Captain from the Sellsword ebook, giving you a little levelling-up fighter, but otherwise everything was base set.

Our table sides were myself on the left, Eoghan at the head and Gerard on the right. Ger brought a cool black plastic castle that I used to block up the foot of the table. Oh, and my table is only 2'8" wide, so it's a bit thin for offical 3' Frostgrave, so we played on 2'8" wide x 4' instead of 3' x 3'.



My Necromancer played a conservative game and still pulled out 4 of the 9 treasures. This is just before my retreat off the board.



Eoghan's Elementalist's warband seemed more like a swarm - or at least it seemed diffuse to me. And he had his guys climb on everything. It netted him 3 of the 9 rewards.



Ger's Summoner had a tougher time, seeing as he was the only one to get a random encounter ( A Bear!), who slammed his archer flat. His Wizard buffed his Captain into some kind of demon-possessed monster though, so he was trouble for the rest of us. He was snaking around the corner towards me with a pile of imps and so forth when I pulled out.


We'll save these rosters for more battles amongst ourselves (handy for me as the victor - by a hair!). I have a plan to make a more structured Frostgrave campaign, which is why I was in the process of making this scenery. You'll be seeing more Frostgrave on the blog, that's for sure.

I'll update with some more gaming stuff later (and generally tidy up the blog), but for now, keep an eye on my Instagram profile.