Sunday, May 26, 2019

Frost Grave-The stars are wrong


              Several weeks ago, WMTG and I hit the gaming table for the first scenario in the sells word mini-campaign of the frost grave folio.  Fresh off the hunt for the golem, the stars are wrong promised some interesting challenges.

              As per usual, we set up on a three by three board covered in WMTG’s excellent 3d printed terrain.  This board was packed with line of sight blocking pieces save for the epic tower in the center of the far-left side which had sight to most of the board if you got up to the top.  Per usual, we set up our treasure tokens.  Not per usual, I set up an uneven distribution—with one side’s tokens in the clear and the other in difficult terrain.  This made the choice of sides more important—especially for WMTG who has fewer movement tricks than I do.  I won the roll for sides and picked the easier treasure side with the tower—all according to plan.
              Next, we set up 6 pillars; one on each of our starting sides and two on the other non-deployment edges.  We would roll off at the beginning of each turn and if the odds were against us, a +3 bolt of energy would hit everything between those 2 pillars.  Also, we secretly chose a school of magic our opponent couldn’t use for this game.  I chose illusion because screw teleport.  WMTG chose enchanter because he hates telekinesis.  Spoiler, I chose poorly.  Let’s just say I hate the stupid shield spell—a lot—really—a lot.
              Right off the bat on turn one a bolt zapped lots of my soldiers including my apprentice knocking him down to 3 health.  I leaped my wizard to the top of the tower and my ranged elements started climbing up the back of the building.  The apothecary healed the apprentice to 8 and the apprentice leaped a bear off to the right.  My fortune hunters went after the treasures—making good use of the open board edge lanes I created in token placement.  WMTG ran the entire enemy list at my front lines using the edges of buildings to cut off line of sight angles from above.
              After that, we ran the best game of frost grave I have ever played.  WMTG had a problem.  By turn 2 my entire ranged cadre, including my wizard with a +5-bone dart spell, was standing on the top tower levels.  I had or was about to have control of all my treasure and my bears were running the city in search of easy targets.  I used one of my figures to backstop the other 2 ranged models and my wizard had his back to a wall so push wasn’t an option. I also had a problem in that WMTG’s troops—especially the wizard—were really good in melee—as in I wanted no part of that fight.  My problems got worse when shield went up on the opposing wizard and apprentice.
              What followed was an epic battle between an entrenched defense and a mobile assault element.  I shot or killed 5 of the opposing warband—two of which came from my wizard’s bone darts.  One kill came when a ranger won a combat with an infantryman and pushed him off the edge of a landing where he fell to his death.  WMTG forced me further and further back as I lost troops to treasure scoring and to delaying tactics.  The enemy did for both my bears in single combat at which point I abandoned the field as I was about to be over-run by elite close quarters fighters.
              The game ended on a far more technical level than our previous games as we delayed moving our last treasure off the board on the chance that we might score more kills or grab an extra treasure from the opponent.  I think we used every rule in the base book this game squeezing every advantage from the scenario.
              I ended with 320 XP—70 for spells, 150 for treasure, 80 for two soldier kills, and 20 for the energy bolts.  My wizard’s bear is down for a game (hopefully I can summon a new one at the beginning of the next session.)  I earned 180 gold, a Grimoire of Possess, and a Grimoire of Planar Tear—which is just enough to not get me another spell—though possess is really tempting.  I used my 3 levels to boost health, lower the casting cost of bone dart to 8, and lower heel’s cost to 11.  That leaves me with 462 gold and a decent toolbox for the next game.
              I found that while defensive tools are nice, my forces thrive on aggressive long-range attrition.  If WMTG continues with this full-bore melee plan, I’m going to have to start using beauty more often.  Also, I need to look at ways to cast more spells and generate more resources.  Assuming we stick with this campaign plan, I have 8 more games with this character.  I feel like I’ve held my own lately but WMTG’s overall resource engine is better than mine between his base, absorb knowledge, and the ability to brew potions.