Greetings, folks!
Since our campaign began for Thaw of the Lich Lord, we've found that Frostgrave is a very tight ruleset. Indeed, each rules question we ran across has been answered in the Errata & FAQ from Osprey Wargames. We've been playing the game according to the rules as written in the main Rulebook, and there hasn't really been an issue we've seen to cause a problem save one. Namely, permanent wizard death.
It wouldn't be an issue in an open or long-term campaign, but we've traditionally ran timed campaigns and tracked individual player win / loss records. It causes an issue when your wizard dies if we're keeping track of certain information (like experience points). If you're reset to 0 in certain respects, how can you manage to make it up before the end of the campaign?
We decided not to subject anyone else to a 0-sum after I suffered as the club guinea pig for having their wizard killed (R.I.P. Arzoz Maurz, Most Annoying Illusionist). After casting around on the internet looking to see if anyone else had come to this conclusion, we quickly found that we were not alone. After examining a few of the rulesets, we've decided to integrate the popular JustPlay Frostgrave Rules Changes wholesale, both Recommended and Optional. This cleans up all the questions we had very nicely, including giving us a nice structure for the Out-of-Game turns as well.
In addition to these changes, we're adding several official Frostgrave expansions to the ol' chopping block this season: Sellsword, Dark Alchemy and Hunt for the Golem. Consider these expansions to be legal in any Wargate campaign where one of the scenarios is listed. For our current game, these are all legal as of now - including the ability to include Captains in your lists. Now you can finally make use of that section of the wizard sheet!
As for the smaller campaigns, Dark Alchemy and Hunt for the Golem, the scenarios take their place in the current order as shown on the Frostgrave campaign page. In addition, Dark Alchemy replaces the potion rules immediately. The campaigns can generally be undertaken by players as they wish, any limits will be denoted in the season's own campaign rules.
Lots of folks are frothing at the mouth for Frostgrave around these parts! We'll see a large campaign update this weekend as new combatants enter the fray. I wonder what level we'll end the season around? Get your wizard leveled now, and we'll see you on Game Day!
Showing posts with label Frostgrave. Show all posts
Showing posts with label Frostgrave. Show all posts
Saturday, July 02, 2016
Frostgrave Campaign Rules Update
Categories
Announcements,
Frostgrave,
Thaw of the Lich Lord
Saturday, April 30, 2016
Thaw of the Lich Lord Campaign Open!
We've been waiting a long time for this, and Season 2 hits this weekend! The new season brings a ton of new games to the table, and we return fully to our Dungeons & Dragons roots for a while. Even more exciting is the prospect of awesome miniature games!
Thaw of the Lich Lord is the latest supplement for Frostgrave, and we've decided to use both the published books for this year's campaign. In addition, this season will be the first to incorporate "campaign days" for both our wargames. These will be event days set aside for the entire club to participate in the new games, and will be a ton of fun for everyone.
We have situated the Frozen City of Frostgrave to the north of Citadel Adbar, somewhere beyond the Ice Mountains. This should give us plenty of terrain to move around on, from mountainous forests to the rocky crags of the topmost spires. It's a time of hobby elation as we begin to both paint our warbands and build a new set of stark, cold and rocky terrain!
Our wizards are already prepared for battle! Join us in discovering what the depths of Frostgrave holds by checking out the campaign page, and tell us about your wizard and warband. We love to hear from everyone!
See you on Game Day!
Categories
Announcements,
Frostgrave,
Thaw of the Lich Lord
Wednesday, April 06, 2016
Wizard Fight!
Welcome, friends!
Today, we are going to talk about next season's structure, and especially the new game we've nested with Dungeons & Dragons. We're excited about Frostgrave, and with good reason. Now, this isn't a Rulebook Rumination for the book (though I will provide one next season after we put it through it's paces). Instead, this is a look at the game and how we're making it fit what we want, rather than (for example) NOT making it into something we want.
The last few years we've introduced a fair number of new games, looking for the je ne sais quois that would land a game or setting (or even just a model line) a permanent place on the Wargate's schedule. We found we enjoyed all of these games, but enthusiasm for many of them has waned off. Either they don't have a project lead to run a nested RPG, they weren't quite robust enough to carry a season by themselves, or maybe it suffered a worse fate - it suddenly strikes as silly to be married to another IP after the GW fiasco a couple of years ago.
To this end we've managed to put the focus on three main setting milieu, and the move to a three season year to accommodate longer campaigns. While Dungeons & Dragons has fine pedigree as an RPG, there really isn't a competitive system to allow us to fight the kinds of battles we want to. D&D Attack Wing provides a great system for fantastic battles between all sorts of strange creatures, it fills a niche all it's own.
So, if D&D Attack Wing is "quick-play / high-magic"...what else do we want? We want what we previously had, the "two-party" split we've been doing for years between small-scale skirmish games for warbands, and larger-scale battle game for armies. In both cases, dragons and beholders need to be included (at some point).
We decided to forgo larger battles between armies (for now) until we find a rule system we want to double down on, and in order to decide that we'll probably have to have some group test games with Kings of War and Hail Caesar! before we really decide to go with one or the other. Time will tell, and we're not too worried about this for the moment. What was clear at the time we made this year's seasonal plans is that there was a obvious heavyweight contender for the skirmish game slot, and it was a brand new Osprey publication.
The plastic miniature sets helped convince us.
So, specifically, why Frostgrave? With all the other games out there, what about this set us on the course we're on? Well, as mentioned earlier this is not a Rulebook Rumination, so I won't discuss rules or the physical books themselves until later in Season 2. All that jazz isn't so important right now, because the specific reason we decided on this game wasn't just the simple (yet wonderfully robust and elegant) ruleset. Rather, it was the very obvious tone of the background material and units presented. You see, although Frostgrave has a setting...it's not well described and exists mostly as flavor. So, since we have hundreds of models for this sort of game we had no need to buy anything new but the rules.
I don't understand the mentality we used to have. ONLY these models and ONLY these rules and ONLY this company and ONLY (blah blah blah). I can only say we were young, and naive. Chained to our own lack of imagination, we wound up with what basically amounts to hundreds of the same model and games that turned into PAY2WIN nightmares. Those days are long gone (as we have been frequently saying of late). With a fresh perspective and refined experience, we have set about making next season an exemplar of how our schedule will work and incorporate games.
The strongest imagery that sets it apart is that it's cold. So, we ditched that entirely and moved it to the Forgotten Realms. Since Dungeons & Dragons 5e material is focusing on the Sword Coast, if we travel a little farther north we'll find a frozen land similar to the one in Frostgrave. Not that your tabletop terrain needs to reflect that coldness, as there's not any "main" rules that govern, say...freezing to death.
With that in mind, there is almost unlimited room for expansion, even just to tackle the basics of a fantasy world - what with all the various elves and goblins and what-have-you's infesting what we might refer to as "places of adventure". We've bandied around how this could be done so that it suits our collection and preferences...but Osprey is on the ball with the expansions.
In a few years, if this game gets continual support from the publisher...it could be very meaty indeed. Already, there is one expansion book, Thaw of the Lich Lord, and it will feature prominently during this year's campaign. We'll review that one with the rulebook next season, and it really sets the bar high.
Exciting times!
Obviously, one of the main things missing is a preponderance of monsters you can have in your warband. There is a bestiary and monsters, sure...but (save for some spells) they are mostly NPC style hazards. Our players want to be the monsters. All kinds of monsters...to a point appropriate for a skirmish game. Hopefully, Osprey will keep up their releases for this. To that end, we hope you decide to check out the game,as there are PLENTY of reasons to do so.
This June there will be a new expansion taking the game even further. Titled Into the Breeding Pits, it promises us adventure in a dungeon style environment. We've done this sort of thing with wargames before, but it may be interesting to see a competitive take on it. I'm especially interested in how the dungeons will be set-up, both in terms of actual terrain pieces we may require AND in terms of how each scenario may be set up.
In any case, it will provide us with more tools and examples to use. This year we won't be expanding the game with Wargate rules...but 2017 may see us looking into taking the game in unexpected directions. Don't expect dragons on the battlefield (save for, perhaps, special occasions) but there are dozens of fantasy style monsters we can port as both wizards and their henchmen.
Sandgrave, anyone? Adventure among the sandy ruins of a desert empire. Watery Grave, where ships are involved. I could go on with settings that could easily be attached, but let's not forget monsters, new magic and all the other sorts of material we are used to. In fact, we may start porting our favorite material from other skirmish games to satisfy our need for an all-encompassing ruleset that we are free to use our collection with.
Did I mention plastic gnolls releasing with Into the Breeding Pits? I love me some gnolls, so I'm interested to see how they fit into the current ruleset. Maybe they'll give us a gnoll wizard. Maybe I'll use a gnoll model and call it an Illusionist. Either way, the current Frostgrave models are fantastic multi-part plastics and as far as I can tell this will be the first ever such box filled with gnolls. Good ol' gnolls. I love me some gnolls.
If you're into this sort of game, you won't be doing yourself a disservice to pick up a copy of Frostgrave. The price point is A NEW STANDARD for the industry. The main hardback will cost about $20 USD at full retail, and the expansions seem to weigh in between $13 and $18. The box sets are around $27 USD, and a two-pack of metal wizards (should you need them) will cost $10-14 USD depending on where you purchase them. Of course, that's retail - we paid $17 for the main rulebook and a paltry $8 for Lich Lord. That's serious value, and I think that will prove one of the best investments we've ever made during the inaugural season coming up.
So, the only thing left for a distinguished and accomplished Gatekeeper like yourself to do is pick a wizard school and build a warband from the hundreds of models we have in cases - or if you want something different just build a new model. We're going to be painting our warbands for a feature next season as well on Project Days, and with a model count of less than 10 initially this should be an easy exercise for the group and let us show off the newer camera.
Get with the Project Coordinator to setup your warband any time before Season 2 begins on May 1st. The campaign season is already planned, and the timeline of scenarios and special events is the most robust one that has been rolled out in a long while. Frostgrave will also be the first game on the schedule to include a "campaign day" - a new style event where the focus will be on a special set of linked scenarios for the entire wargames session (prior to RPG's in the evening).
In addition, there are some more surprises we are developing that are going to return our campaign seasons to serious order, including bringing back some old Wargate traditions. It's taken us a long time to work out this new plan, but compared to the old GW-centric model of our club, our new itinerary is superior in every way. We're very pleased with how it's working out, and excitement over the new game and the implications it delivers is reaching a fever pitch.
So sharpen your dirk and carefully prepare your spells, Gatekeepers. Frostgrave, the Frozen City, awaits. It's time to get ready...
Images owned Osprey Wargames.
Today, we are going to talk about next season's structure, and especially the new game we've nested with Dungeons & Dragons. We're excited about Frostgrave, and with good reason. Now, this isn't a Rulebook Rumination for the book (though I will provide one next season after we put it through it's paces). Instead, this is a look at the game and how we're making it fit what we want, rather than (for example) NOT making it into something we want.
The last few years we've introduced a fair number of new games, looking for the je ne sais quois that would land a game or setting (or even just a model line) a permanent place on the Wargate's schedule. We found we enjoyed all of these games, but enthusiasm for many of them has waned off. Either they don't have a project lead to run a nested RPG, they weren't quite robust enough to carry a season by themselves, or maybe it suffered a worse fate - it suddenly strikes as silly to be married to another IP after the GW fiasco a couple of years ago.
To this end we've managed to put the focus on three main setting milieu, and the move to a three season year to accommodate longer campaigns. While Dungeons & Dragons has fine pedigree as an RPG, there really isn't a competitive system to allow us to fight the kinds of battles we want to. D&D Attack Wing provides a great system for fantastic battles between all sorts of strange creatures, it fills a niche all it's own.
So, if D&D Attack Wing is "quick-play / high-magic"...what else do we want? We want what we previously had, the "two-party" split we've been doing for years between small-scale skirmish games for warbands, and larger-scale battle game for armies. In both cases, dragons and beholders need to be included (at some point).
We decided to forgo larger battles between armies (for now) until we find a rule system we want to double down on, and in order to decide that we'll probably have to have some group test games with Kings of War and Hail Caesar! before we really decide to go with one or the other. Time will tell, and we're not too worried about this for the moment. What was clear at the time we made this year's seasonal plans is that there was a obvious heavyweight contender for the skirmish game slot, and it was a brand new Osprey publication.
The plastic miniature sets helped convince us.
![]() |
| "We are here for the (adventure) party." |
So, specifically, why Frostgrave? With all the other games out there, what about this set us on the course we're on? Well, as mentioned earlier this is not a Rulebook Rumination, so I won't discuss rules or the physical books themselves until later in Season 2. All that jazz isn't so important right now, because the specific reason we decided on this game wasn't just the simple (yet wonderfully robust and elegant) ruleset. Rather, it was the very obvious tone of the background material and units presented. You see, although Frostgrave has a setting...it's not well described and exists mostly as flavor. So, since we have hundreds of models for this sort of game we had no need to buy anything new but the rules.
![]() |
| Turn Dead for what?! |
With that in mind, there is almost unlimited room for expansion, even just to tackle the basics of a fantasy world - what with all the various elves and goblins and what-have-you's infesting what we might refer to as "places of adventure". We've bandied around how this could be done so that it suits our collection and preferences...but Osprey is on the ball with the expansions.
In a few years, if this game gets continual support from the publisher...it could be very meaty indeed. Already, there is one expansion book, Thaw of the Lich Lord, and it will feature prominently during this year's campaign. We'll review that one with the rulebook next season, and it really sets the bar high.
Exciting times!
Obviously, one of the main things missing is a preponderance of monsters you can have in your warband. There is a bestiary and monsters, sure...but (save for some spells) they are mostly NPC style hazards. Our players want to be the monsters. All kinds of monsters...to a point appropriate for a skirmish game. Hopefully, Osprey will keep up their releases for this. To that end, we hope you decide to check out the game,as there are PLENTY of reasons to do so.
![]() |
| "Those are NOT rats." |
In any case, it will provide us with more tools and examples to use. This year we won't be expanding the game with Wargate rules...but 2017 may see us looking into taking the game in unexpected directions. Don't expect dragons on the battlefield (save for, perhaps, special occasions) but there are dozens of fantasy style monsters we can port as both wizards and their henchmen.
Sandgrave, anyone? Adventure among the sandy ruins of a desert empire. Watery Grave, where ships are involved. I could go on with settings that could easily be attached, but let's not forget monsters, new magic and all the other sorts of material we are used to. In fact, we may start porting our favorite material from other skirmish games to satisfy our need for an all-encompassing ruleset that we are free to use our collection with.
Did I mention plastic gnolls releasing with Into the Breeding Pits? I love me some gnolls, so I'm interested to see how they fit into the current ruleset. Maybe they'll give us a gnoll wizard. Maybe I'll use a gnoll model and call it an Illusionist. Either way, the current Frostgrave models are fantastic multi-part plastics and as far as I can tell this will be the first ever such box filled with gnolls. Good ol' gnolls. I love me some gnolls.
![]() |
| Gnolls - because Hyena Men under your city is worse than Rat Men. |
So, the only thing left for a distinguished and accomplished Gatekeeper like yourself to do is pick a wizard school and build a warband from the hundreds of models we have in cases - or if you want something different just build a new model. We're going to be painting our warbands for a feature next season as well on Project Days, and with a model count of less than 10 initially this should be an easy exercise for the group and let us show off the newer camera.
Get with the Project Coordinator to setup your warband any time before Season 2 begins on May 1st. The campaign season is already planned, and the timeline of scenarios and special events is the most robust one that has been rolled out in a long while. Frostgrave will also be the first game on the schedule to include a "campaign day" - a new style event where the focus will be on a special set of linked scenarios for the entire wargames session (prior to RPG's in the evening).
In addition, there are some more surprises we are developing that are going to return our campaign seasons to serious order, including bringing back some old Wargate traditions. It's taken us a long time to work out this new plan, but compared to the old GW-centric model of our club, our new itinerary is superior in every way. We're very pleased with how it's working out, and excitement over the new game and the implications it delivers is reaching a fever pitch.
So sharpen your dirk and carefully prepare your spells, Gatekeepers. Frostgrave, the Frozen City, awaits. It's time to get ready...
for the WIZARD FIGHT!!!
Categories
Commentary,
Community Discussion,
Frostgrave
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