Sunday,
Phoenix and I set to a classic game of frost grave. In some ways frost grave is the minis game I
have always wanted. It is simple, internally
consistent, and beautifully free of fiddly bits. It is also a game that benefits from scenario
and campaign elements over the long-hall.
The core game is a straight forward resource competition. The campaign variant through multiple
scenarios dilutes the lethality while retaining the resource acquisition race.
Phoenix
and I opted for a starter game with new war bands. I went with a sigilist using my Khador
models. Butcher was my two-handed weapon
wielding scholar. Yuri was my two-handed
weapon wielding apprentice. The rest of
the band comprised 2 archers, 3 crossbowmen, 2 thugs, and 1 war hound. My spells were:
·
Elemental bolt at 16
·
Telekinesis at 10
·
Furious Quill at 10
·
Power word at 14
·
Push at 8
·
Reveal Secret at 16
·
Heal at 10
I wanted a utility kit with a bunch of cheap
affects and a couple quality investments.
Normally I would have doubled down on campaign spells like absorb
knowledge and the creation variants but I did not know how long this campaign
would run. Honestly it feels kind of
cheesy going balls to the wall in a 2 person league. So, we will go all out in-game but I am not
going to sweat the little things. This
selection puts half my spells at 10 or less so I have options without having to
empower everything.
We
played the mausoleum scenario on a 4x4 table.
In retrospect, I should have brought my 30x30 mat. Distance really matters in this for engagement
range and resource access. In previous
league play deployment zones were 6x6 inch blocks on larger boards where 6
players hammered it out. We did not
place treasure before choosing deployment.
With 2 people you have to place the treasure before picking deployment
zones; otherwise the game degrades into a contest for who gets the best side
with the treasure placed near the board edge.
It also encourages treasure distribution such that no matter where
someone else sets up one has a fair shot at the money. Doing it the other way means players tend not
to interact much—they just rush the treasure off the board and try not to lose
models.
The
mausoleum went in the center of the board with a treasure at each corner. I put my discretionary marker at the top of
the tallest tower. I figured to bate
Phoenix’s troops out. Maybe I could
blast them off the tower. Phoenix put
one in the upper floor of a ruined farmhouse.
Then we dropped several skeletons around the board. I put mine in blocking positions. Phoenix did much the same. Phoenix won the roll and chose her board
edge—I got the other—neither of us wanted to move from our arbitrarily chosen
starting sides.
The
game started well. I got my reveal
secrets spell off—phoenix failed her roll—so I had one guaranteed
treasure. Phoenix sent a couple of
grunts for the 2-special treasure on her side of the mausoleum and her 2
treasure hunters after the loot in the farm house. I sent a pack of archers, crossbowman, and my
war hound after the farmhouse treasure with my apprentice. Butcher moved forward and pushed one of the
archers forward enough to grab one of the special treasures.
After
this, things got “complicated.” Butcher
pushed people forward and back, getting his 2 ranged models well on their way
toward removing the treasure off the board.
On the other side, my apprentice and company got tied up with a skeleton. Phoenix, correctly noticing that my left
flank was over-committed, sent her apprentice to assist. Two scatter shots and a couple archers later
and my war hound was down and my caster had been 2 shotted. The apprentice tried to cast heal several times
and just hurt himself more. At 2 health,
he retreated for the board edge. Butcher
had teleported on top of the farmhouse treasure but with 2 treasure hunters
closing in and no support available, he retreated into the apprentice’s ranged
strike.
I
ended the game with 3 treasure tokens of which 2 were special markers. I successfully cast 5 spells so earned 240
experience. Butcher lost a couple toes
and .5 inches of movement. The war hound
survived in tacked. I rolled up gloves
of strength, 3 potions (healing, demon in a bottle, and elixir of life), and a
ring of feather fall. I put my two-level
advancements toward fight and hp. I sold
the demon in a bottle spell netting me 310 gold. I bought a ring of power 3 (for the danged
apprentice), upgraded my apprentice and wizard to two-handed weapons, and
purchased a marksman to replace one of the crossbowman. I picked treasury for my base since the extra
money could not hurt and the chance for an extra treasure is always nice (need
to roll that before the next game.) That
leaves me with 0 gold and 40 experience toward the next level.
Thoughts:
1.
The d20 mechanic is challenging. Phoenix owned that game. She walked off with 4 treasures and killed my
caster. However, she never rolled less
than a 17 against my wizard. I could not
even roll a 10 for heal. I lost .5
inches of movement on my caster but gained a much better pile of loot than
Phoenix. The problem with d20 is that
any one result is just as likely as any other.
Over time the average will shape up around 10.5 but the average requires
hundreds of rolls to normalize. In the meantime,
the variance is high.
2.
I forgot that moving imposes a -1 to ranged
attacks—outside of spells. There is an
additional -1 for every model and piece of intervening terrain. It would not have changed the result but is
worth remembering.
3.
I went with a treasury base. The temptation was to take a tower or a
laboratory but ultimately, I wanted resources.
It came down to an inn or the treasury and the inn lost on account of
making the warband bigger.
4.
I get to play 1 or 2 frost grave games
tomorrow. I am looking forward to the experience
as much as to test my metal as to just throw down some dice. I got greedy last game…none of that shit this
time.
5.
Frost grave has a quaint almost Indi feel. From the stream of thought writing to the
minimally sized book, it has a nice off the beaten path taste. The production values are high enough to
justify the price and low enough to match pace with the game’s aspirations. It falls second to PP games and only because
I have so much blood and tears behind that worthy.
That’s all for now. Butcher, the red pen, shall stride the frozen
city tomorrow. Woe to those who would
stand in his way…especially the harbingers of probability😉
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