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berzerkmonkey
Jul 23, 2003
I notice the Osprey site says the rulebook is 136 pages while Amazon states 96 - is that just an Amazon bad pre-release info error?

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berzerkmonkey
Jul 23, 2003
In case you haven't seen it, this guy did a great looking table using the World Works Games Himmelveil tiles on foamcore. Definitely lighter and cheaper than the G&G boards (assuming they ever show up) and more modular to boot.

berzerkmonkey
Jul 23, 2003

moths posted:



I really hope this is an homage figure.

That's how you do an homage figure, not BAM IN YOUR FACE HERE'S THE CAST OF FIREFLY BUT ZOMBIES.

Haha holy poo poo, that is awesome. I hope their sculpting budget allows for a white pegasus. Or maybe he'll have a spell called "The Power of Wings..."

berzerkmonkey
Jul 23, 2003

muskets posted:

He won't have spells - that's the Apothecary, not a wizard.

I was more referencing the Wendell character from the image, not expecting them to actually do a pegasus or a spell based on a song.

berzerkmonkey
Jul 23, 2003
Have there been any beta rules posted or people who have actually played? I pre-ordered the book as a Mordheim alternative/compliment, but I don't want to play $20 for something that looks pretty but isn't a very good game.

berzerkmonkey
Jul 23, 2003
Works for me - thanks for the link.

berzerkmonkey
Jul 23, 2003

signalnoise posted:

http://www.amazon.com/Frostgrave-Fantasy-Wargames-Frozen-City/dp/1472805046/

Frostgrave hardcover just dropped to 13 dollars for some reason

Amazon pre-order is guaranteed to ship at the lowest price from the time you place your order, right? Right? PLEASE BE RIGHT!!!

EDIT: Screw it, I cancelled the first order and just purchased at the new price.

berzerkmonkey fucked around with this message at 23:11 on Jul 10, 2015

berzerkmonkey
Jul 23, 2003
I know it's early for a game that nobody has played yet, but Amazon has pre-orders going for the expansion Thaw of the Lich Lord. Right now, it's $14.19, (21% off retail,) so maybe if enough pre-orders are taken/buzz is generated about it, the price will drop like the core book did.

berzerkmonkey
Jul 23, 2003

jodai posted:

I just saw this and got really pumped about Frostgrave.
Daffy Duck The Wizard

That was... interesting? I couldn't tell if it was real or just really clever editing until the Daffy voiceover.

berzerkmonkey
Jul 23, 2003

No Pun Intended posted:

Anyone know of a cheap set of fairly generic (plastic) skeleton warriors? I know there's mantic and wargames factory; are there any other ones on the market?

Bones? You can't get much cheaper than them.

berzerkmonkey
Jul 23, 2003

quote:

Mordheim
It's still a fun game - Frostgrave might be a good replacement, but if not, find a better group of friends and give Mordheim a shot. Campaigns are the best part of those Specialist Games - seeing your guys progress and possibly (probably) die is super fun.

Do we know what size table Frostgrave is played on yet?

berzerkmonkey
Jul 23, 2003
I hear tell that there are only 20 pages of rules. Are them thar rumors hogwash?

berzerkmonkey
Jul 23, 2003
Delivery by 8pm Tuesday.

HURRY UP, AMAZON!

berzerkmonkey
Jul 23, 2003

Indolent Bastard posted:

It hopped back up to $15.40 in the US.

I wonder why it was only $13.07 for a while?

I think it has something to do with Amazon's algorithms. They've probably got some crazy AI seeing all the traffic and dropping the price to increase sales. Once the initial buzz wears off, the price goes back up. They might also be able to negotiate a lower price depending on how many pre-orders they are able to pull - when you're dealing in Amazon volume, a publisher is likely to take a bit of a hit if it means more copies in the hands of potential players.

berzerkmonkey
Jul 23, 2003

Beffer posted:

I got my copy yesterday (thanks whoever posted the bookdepository link) and it looks very swingy to me.

I really question the d20 mechanic. A 3d6 would seem much better and bring things closer to expected outcomes. This is not just combat either. The treasure tables in the campaign system just use a straight roll with everything having the same probability. So treasure can be huge or insignificant at the same odds.

These sorts of changes would be easy to apply and it seems a bit lazy and not thought through.

There also doesn't seem to be any balancing mechanic in the campaign so the runaway leader problem is likely to be there.
:ohdear:

berzerkmonkey
Jul 23, 2003

Commissar Kip posted:

in case people missed this: osprey have released the pdf rules.
Ouch. $20 is a bit much - anyone know if they update the PDF with errata and give a new version to buyers?

berzerkmonkey
Jul 23, 2003

Macdeo Lurjtux posted:

You can get a mobi version from Amazon for $11.99

I know, but mobi's suck for image formatting. I'm getting the hardcover book, so I'm not too concerned about it - I was just wondering since I do like having a PDF version of a rulebook for portability/backup purposes.

Indolent Bastard posted:

Did anyone else get an "update" on their delivery date?
Mine is supposedly out for delivery now. None of my group has reported any delays. When did you order your book?

berzerkmonkey
Jul 23, 2003
Got mine tonight - I'm also surprised by the smaller form factor. It's really a nice looking book, regarding art and layout. I think I would have preferred softcover, but this looks like it should lay flat if necessary. Going to give it a readthrough in the next day or so - I don't anticipate it taking much longer than that.

berzerkmonkey
Jul 23, 2003

VacuumJockey posted:

Others find the Frostgrave campaign swingy too...

"The first major problem that we came across whilst playing was snowballing within a game. Whilst you’re both grabbing treasure, one of you will inevitably get the upper hand on the field. Once you have the upper hand, it is no longer in your interests to move treasure counters off the board; it is infinitely preferable to instead wipe your opponent from the table, because that means that you get all of the treasure counters, not just the ones you made it off with. By diverting your efforts (and resources in the form of soldiers) into killing your opponent, whilst he is playing from behind simply trying to get treasures off the board (and hence losing resources as his guys leave the board), you can easily turn what might have been a 3-3 or 4-2 treasure game into a 5-1 or even a 6-0 depending on how early you can stop his guys getting off the board with the treasure. Don’t get me wrong, there is still very much a game to play to get to this point, but getting to the point of decision where you decide to fight for table control rather than move off the table with your treasure happens more often than not, especially with an experienced gamer at the helm of the warband that knows when he has the upper hand."

Well, it looks like most of his criticism can be resolved with turn limits and a couple other minor guidelines. What concerns me is the problem of losing your Wizard - this seems to be a bigger problem than in the typical GW-style campaign system. If you lose a leader or a couple of good members of your gang, you're likely screwed if you've gone more than a couple games into the campaign, but you might be able to get by with what you have left. In this case, your entire gang hinges on keeping one guy alive. I was hoping that this wouldn't be an issue with Frostgrave too, since I seem to be the guy in our group that winds up losing his leader or high-ranking members often.

berzerkmonkey fucked around with this message at 15:01 on Jul 22, 2015

berzerkmonkey
Jul 23, 2003

Ashcans posted:

2) When a wizard dies, allow their apprentice to assume their place- that's the point of an apprentice, right? The apprentice is removed and you gain a wizard one level below your dead leader, who retains any equipment the apprentice had. This way losing your wizard is still a blow, but not an insurmountable one. This does make apprentices even more valuable though, and you would have to decide what to do if they both go out in the same game.

I see two problems with this - 1) from an aesthetic standpoint, if your apprentice is one level below you, why would he still be your apprentice? If you're level 14, you're not going to have a level 13 wizard tagging along - he's going to start his own gang. 2) Constantly having a pool of "wannabe wizards" cheapens the game. Your wizard dies, so your apprentice steps up to be the wizard, and he gets his own apprentice... Then your wizard dies, so your apprentice steps up to be the wizard, and he gets his own apprentice... to infinity and beyond!

So I'm thinking that a reroll of "dead" on the injury chart might be the way to go, otherwise you're going to have a whole lot of pissed off players early on, and this game will die pretty quickly.

berzerkmonkey
Jul 23, 2003

Nebalebadingdong posted:

Its a game, not a simulation.
So is AoS. That doesn't forgive poorly implemented rules though.

The problem with a Wizard dying in the later stages of the campaign will be an issue though - not being able to catch up and constantly being at a disadvantage is part of what turned people off with Necromunda and Mordheim. EDIT: Granted, it won't be as big of one, since hireling stats don't increase, but better equipment and spells are certainly going to cause problems to a newer gang.

But like that guy says, maybe turn limits will remove this consideration from the game, since you'll be more concerned about objectives rather than total party (or wizard) kills.

berzerkmonkey fucked around with this message at 15:42 on Jul 22, 2015

berzerkmonkey
Jul 23, 2003

LazyAngel posted:

From looking at my copy if your wizard is below level 10, you just create a new wizard and warband with starting cash. If he's above level 10, you use the apprentice at his current stats (which will be better than a starting wizard), but without the casting penalty (-2) for being an apprentice.

So essentially 'losing' ten levels, although basically you're losing +2 Fight, Will and 4 Health. Casting stats and spell improvements are unaffected, so your new wizard is just as good a spellcaster as the old one.
So the apprentice gains experience as well - that's good to know. Does the new apprentice start of at basic stats? I've got my book, but can't read it right now at work.)

LazyAngel posted:

Remember that the chance of a wizard or apprentice dying is 10%, so it's not that likely.
Ha - tell that to my dice. In my Necromunda game this weekend I rolled a "Captured" result twice in a row. According to my math, it's only a 5.5% chance of occurring on a single roll. Never mind the fact that two games previous, I rolled a "Dead" result (9.1% chance) for three gang members in a row.

My dice aren't fickle, they freaking hate me.

berzerkmonkey fucked around with this message at 16:02 on Jul 22, 2015

berzerkmonkey
Jul 23, 2003

Ashcans posted:

Alternatively, you have bad dice that are actually not properly weighted and need to get new ones!
It seems to happen to me with all dice, with the notable exception of the heavier, square-edged casino-type d6's. I usually tend to roll the exact opposite of what is required (i.e. high versus low.)

victrix posted:

edit: Yuck, that campaign article is pretty damning. Doesn't sound unfixable, but also sounds like obvious poo poo that would show up in playtesting.
That's my concern too - I would assume that someone's wizard had to die at some point in a campaign. But, being optimistic, maybe the mechanic of allowing the apprentice to take over at a reduced stat line works. Obviously, we are going to have to wait until the community can get some more games in to see what is and isn't broken.

berzerkmonkey
Jul 23, 2003

Rulebook Heavily posted:

The book suggests dead wizard under level ten = new warband and dead wizard at 10 or above = Apprentice takes over, since the Apprentice at that point is more powerful than a starting wizard. So a lot depends on how much more powerful a levelled wizard is in practice. I guess people need to eyeball it some more.

Yeah, I just read the rules and saw that, so it looks like it won't be a huge issue. If your wizard dies, you bump your apprentice up, but you lose the lifeline of an apprentice until you can afford to buy a new one.

Some more thoughts:

The rules state that if you have more than 12" LOS on a Frostgrave table, you are wrong. The table is supposed to be cluttered with terrain, and the streets are noted as being "maze-like." So load that poo poo up, fellas.

Jumping: From what I'm reading, I'm assuming jumping is a part of your total movement. You cannot jump if you did not move in your action phase immediately prior. If you did not move prior, you may jump a maximum of 1". You may only jump a a distance that equals the move immediately prior.

Example 1: My Thug uses his first action phase to move 3". He can then jump up to 3", (presumably) using his second action. In other words, the further you move, the further you can jump (up to your max Move stat.)
Example 2: My Thug jumps 1". He then runs 3" (you can use your second action to move up to half of your Move stat.)

Monty Haul campaigns: Yes, it seems to be really easy to get gold and magic items, BUT you have to replace dead soldiers (1 in 5 chance of death) and soldiers can only carry one magic item, so you're not going to be using those guys as walking banks. Also, dead models take their equipment with them, so any potions or weapons they have are lost.

Runaway wizards: Yea, you do get rewarded for making kills with your wizard, and he could potentially get a lot of experience, eclipsing the other gangs. But, the potential to take damage is really, really high, and I think most people will be relatively conservative with their wizard.

From a quick read-through, Frostgrave seems like a fun game. Of course, playing it will actually prove whether or not this is a good game, but it seems to me to be a good alternative to Mordheim, if you're looking for something a little lighter and quicker playing.

berzerkmonkey
Jul 23, 2003
http://www.davesgames.net/
http://www.worldworksgames.com/store/

berzerkmonkey fucked around with this message at 00:10 on Jul 24, 2015

berzerkmonkey
Jul 23, 2003

Electric Hobo posted:

The only problem is that they're all wearing chainmail, but it can probably be painted as coarse wool or something.
Or just paint it as chainmail. Not everything has to be WYSIWYG as long as you keep track of your models.

berzerkmonkey
Jul 23, 2003

Electric Hobo posted:

I know, I just like variation.
Edit: And I'll be playing with horrible people who'll bitch and moan about non-WYSIWYG models.

Are they seriously going to be douches about "that guy is obviously wearing chainmail - did you pay for that?" If yes, you need new friends, my man. As long as you've got an approximation of what the model is supposed to be carrying and you're not proxying a Space Marine for a fighter, tell them to shut the hell up. Either that, or be as pedantic as they are - "Wait - he has a potion? Where is that modeled on the figure? Oh, it's not? Then you can't claim to have it."

I hate people like that.

berzerkmonkey
Jul 23, 2003
Speaking of soldiers, does the game differentiate between any of the different types, other than statlines and weapons? I don't remember seeing anything regarding needing, say, a thief, or a knight for any of the missions.

quote:

…Of course we didn’t climb it. It was a hundred-foot ladder, standing by itself, with nothing at the top…

berzerkmonkey fucked around with this message at 15:05 on Jul 24, 2015

berzerkmonkey
Jul 23, 2003
Straight outta Frostgrave, another crazy rear end wizard
More thugs I smoke, yo my rep gets bigger
I'm a bad magic user, and you know this
But the pussy-rear end mages won't show this
But I don't give a gently caress, I'mma make my snaps
If not from the artifacts, from potions or maps
Just like burglary, the definition is jacking
And when illegally casting it's called packing
Zap a necromancer in a minute
I find a good grimoire and go up in it
A crazy thaumaturge from the street
Attitude legit cause I'm tearing up poo poo
MC Merlin controls the prismatic
For any dumb chronomancer that starts static
Not the right hand cause I lost it to an Elf
Every time I pull a wand off the shelf
The encounter is random and that's a law
M-E-R-L-I-N spells Merlin but I'm raw
See, cause I'm the magic using villain
The definition is clear, you're the witness of a killing
That's taking place without a clue
And once you're in the crystal, your rear end is through
Look, you might take it as a trip
But a caster like Merlin is on a illusionist tip
Straight outta Frostgrave

berzerkmonkey
Jul 23, 2003

Radish posted:

We had a guy start an official store Mordheim league and then said that all models had to be WYSIWYG including battle damage and such and also the not painted leniency was going to be done by the third week. Dude also min maxed his skaven list to be all snipers and such. Not surprisingly it didn't get to week three. WYSIWYG is so dumb in games like this.

It's even dumber in a game like Necromunda - those models were all metal (some one piece casts with the weapon molded to the chest,) and yet, you were somehow supposed to model damage and weapon changes.

My thinking is that as long as the models are distinct from each other and can be easily identified by a particular characteristic ("pirate-hat guy") and have an approximation of carried weaponry ("that handgun is a crossbow",) you should be alright. What would piss me off would be six identical models carrying halberds when one is a thief with two daggers, an archer, a warhound, etc.

berzerkmonkey
Jul 23, 2003
What kind of cost are we looking at here, and can the buildings be broken down for transport?

berzerkmonkey
Jul 23, 2003
From the gist of the author's thread on Lead Adventures, it seems like he would like to do a lot of rewriting if he had the opportunity. Some of the rules aren't terribly clear, and there are some issues that have some to light since the game has been released to the larger public. I'd expect to see an extensive FAQ in the next couple of months and possibly a v2.0 in a couple years (pure speculation.)

berzerkmonkey
Jul 23, 2003

Commissar Kip posted:

You have the Best idea.

1930's pulp Frostgrave with spells. New Orleans Voodoo mages and German Nazi Occultists dishing it out in the ruins of Al-Hopothep. Only to then dish it out in the ruins of Shangri-Lo.

Someone call the designer and get him started on this expansion. NOW!

berzerkmonkey fucked around with this message at 13:07 on Jul 28, 2015

berzerkmonkey
Jul 23, 2003
Yeah - I imagine the only issue would be with automatic weapons (tommyguns, of course, would have to be present,) and even multi-shot revolvers. Other than that, a reskin would work just fine.

And the demons would have to be swapped out with Cthulhu mythos monsters. It would simply have to be done.

EDIT: Actually, a neat v2.0 update of the rules would be incorporating all the FAQs and errata from the current edition, as well as adding an update for modern environments/soldiers.

berzerkmonkey fucked around with this message at 19:08 on Jul 28, 2015

berzerkmonkey
Jul 23, 2003
Well, my only quibble would be with tommyguns being the equivalent to a crossbow. The +2 damage is good, but emptying a drum is not the same as loosing a quarrel. That being said, the drums were a constant hassle and the gun wasn't particularly accurate. I guess the crossbow rules could be acceptable in that regard.

What about armor and shields? You don't see a lot of guys in the Roaring 20's running around in any sort of body armor or with a shield. You'd have to bump everyone's points down to reflect the loss of those items (i.e. figure out the formula used to assign values to everything.)

berzerkmonkey
Jul 23, 2003
I've seen the Heresy not-Delaque cyberpunk gang in person, and they're pretty good. I can't speak for the witch, but it looks pretty decent in the photos, if maybe a tad too expensive.

berzerkmonkey
Jul 23, 2003
Why did not know all this Mordheim scenery requires glue and isn't just snap-fit like the Necromunda stuff? WHY? :cry:

berzerkmonkey
Jul 23, 2003
It's under the "Modifiers to Shooting" table - I don't have the page number handy. Also, "Large" affects your chances of casting a spell to create a construct (Large constructs are -6, or something like that.)

Regarding an index, usually I'm a big proponent of them, but since the rules only take up an extremely small portion of the book, I'm not sure it's 100% necessary (though it would make things a little quicker.) I'm going to send Universal Head an email and ask if they have any plans to do a quick reference up.

berzerkmonkey
Jul 23, 2003
Terrain blocks LOS in only a loose sense - each piece of intervening terrain adds +1 to hit, so that shouldn't be a problem. Unless the model is really close to a piece of terrain, you're going to be able to see it. Yeah, it might be a problem if a goblin is against a short wall, but he won't be able to target your models either, so I don't think it will be an issue.

If you want to get really nit-picky, you might institute a "Hiding" rule like in Necromunda - when in contact with a piece of terrain, you can declare the model is hiding, and it cannot be targeted. In addition, it cannot target enemy models until it comes out of hiding in the next phase.

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berzerkmonkey
Jul 23, 2003
Ugh - I'm going through all of my stuff, and realizing that I really don't have any models suitable for this game. I've got some of the old Mordheim Empire plastics, but nothing suitable for an apprentice, rangers, thieves, knights, etc. Turns out I have more suited for wandering monsters than an actual Wiz-gang.

This sucks. :(

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