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![[Post New]](/s/i/i.gif) 2015/12/19 21:34:58
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Bryan Ansell
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Frostgrave looks like it could really scratch an itch - gamewise - for me. I picked up the rulebook the other day and on the face of it have already gotten positive feedback from some friends who have little experience of TT games.
List building would be a bit daunting for a couple of them. So, is there any suggestion for a few starter lists that offer enjoyment and a chance of claiming some treasure?
Are there any 'rules' or ideas you guys can give me regarding building lists? something that will make the learning curve easier?
What are you guys doing for terrain? I'm an okay scenery builder but immersion will help my group of newbs. 4 Ground look okay to me. What else is around that is reasonably priced and relatively good looking?
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![[Post New]](/s/i/i.gif) 2015/12/20 00:47:23
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Dakka Veteran
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Always take the Apprentice and try and max your warband. My starting warband purchase goes like this:
Apprentice - 200
3 20 gold soldiers - 60
3 50 gold soldiers - 150
1 80 gold soldier - 80
1 dog - 10
=500
For the 20 gold guys I like a mix between thugs and thieves. With 50 gold I like the ranged soldiers, usually 2 archers and 1 crossbow. It would probably depend on your terrain setup what ratio you go for. The 80 gold is a treasure hunter because they're just really good.
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![[Post New]](/s/i/i.gif) 2015/12/20 11:47:31
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Bryan Ansell
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Thanks for the response.
I pretty much have an idea what I want and how I am going to be playing (Since I tend to RP a lot of my campaign games).
Are there any Wizard types to be avoided for my motley group of newcomers? having had a look through the types I cant really see any that are total stinkers.
Assume that in a 3 player game they'll want to target me a lot!!!
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![[Post New]](/s/i/i.gif) 2015/12/20 13:36:29
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Dakka Veteran
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I think they should just play the school they want. When it comes to picking spells getting spells with low casting values is important, otherwise they can fail often. Also pick a wide range of spells instead of picking a bunch of stronger and weaker version of the same type is a good idea. You want a spell for every situation rather than being able to pick the best for one situation. Mobility spells like Leap and Telekinesis are great for getting treasure and if only one player has them they can get a big advantage.
If you're playing multiplayer games you could try using scenarios and monsters to take the edge off ganging up.
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![[Post New]](/s/i/i.gif) 2015/12/24 22:46:04
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Stubborn Dark Angels Veteran Sergeant
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I agree on always taking the apprentice.
If you have cash, consider 5g each for apprentice and wizard to get an extra bit of kit. You don't want them in melee if you can help it, and you always want to be spellcasting rather than shooting weapons. So I'd never take bows or crossbows for them. But if you can manage it, daggers or 2H weapons can be a boon, just in case they do get in combat. Because ending the combat ASAP so you can get back to spellcasting, is what you need to do.
For the other 290g I quite like:
2 x crossbowmen (2 x 50g = 100g)
Treasure Hunter (80g)
2 x Thief (2 x 20g = 40g)
Thug (20g)
2 x Javelineer (2 x 25g = 50g)
It's heavy on the ranged combat but I pretty much think of the javelineers as thugs who can also chuck spears.
If you don't have access to javelineers (from the Lich Lord book) I would go with...
2 x crossbowmen (2 x 50g = 100g)
Infantryman (50g)
Treasure Hunter (80g)
2 x Thief (2 x 20g = 40g)
Thug (20g)
And either a dog (10g) or the 2 x daggers for the wizard and apprentice. Dogs can be pretty handy due to their speed, for either interception or harassment.
I don't think any of the wizard schools are actively bad, though I've struggled to make sigilist work. Elementalist is great for direct damage, and gets some good utility spells from the allied schools etc. too. Soothsayer is nice for messing with the enemy's game (Mind Control is fantastic). I always like some method of healing, which means I either want Heal or Steal Life without too high a casting number.
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This message was edited 1 time. Last update was at 2015/12/24 22:46:47
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![[Post New]](/s/i/i.gif) 2015/12/24 23:20:48
Subject: FROSTGRAVE - help create some 'generic' warbands.
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Avatar of the Bloody-Handed God
Inside your mind, corrupting the pathways
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http://www.stonkgames.co.uk/product/28mm-ruined-farm-hovel/
Stonk are pretty good. With a little cardstock you can get some good variation in the standard buildings pretty easily.
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![[Post New]](/s/i/i.gif) 2015/12/25 00:06:23
Subject: Re:FROSTGRAVE - help create some 'generic' warbands.
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Mighty Vampire Count
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<y starting force (played two games os far was based on a Dark Elf Socrceress and her intimates / minions:
So Sorceress (Crossbow) (5) - Witch
(Her younger sister) Apprentice (Crossbow) (205)
Knight (her current lover) (100)
(Loyal Guardsman) Crossbowman x2 (100)
2 (cuthroats) Thieves (40)
Hounds x3 (30)
This went well so far
>
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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