Tuesday, December 22, 2015

Trying out Frostgrave

Frostgrave is the new hot title in the skirmish department. Let's give it a try!

It is also a great excuse to try out this sweet castle terrain housed by Checkpoint, our FLGS. It doesn't really fit Warhammer 40k, so I never got the chance to use - until now.

My Warband:
  • Wizard: Summoner
  • Apprentice
  • Knight
  • 2x Crossbowman
  • 3x Thief
  • 2x Warhound
Enemy Warband:
  • Wizard: Necromancer
  • Apprentice
  • Treasure Hunter
  • 2x Archer
  • Warhound
  • Thief
  • 2x Thug
  • Man-at-arms
Scenario: The Well of Dreams and Sorrows
There's a fountain in the middle. If a wizard spends an action next to it ("drinks" from the fountain), he gains 100 experience points. Otherwise regular setup, 6 treasure.

Before the game

We both managed to summon Zombies.

Setup


From left to right: Thief; Zombie; the Apprentice is grouped with another Thief, a Crossbowman and a Warhound; the Wizard is grouped with a Knight, a Warhound and a Crossbowman; and another Thief stands next to the ladder. The plan is to move in and grab treasures on the flanks, while the center pushes towards the fountain.


My team moves into position. Two Crossbowmen get up into the towers. A Thief and a Zombie move on some treasure. Warhounds block the Wizard and Apprentice. The Wizard casts Summon Demon. Rolls 3. Takes 1 damage. Enemy Wizard casts Fog. Also fails and takes damage. The apprentices do get off some spells though.


The necromancer Apprentice moves up on the right side with her escorts.


The opposing team also moves on the treasure tokens, left, right and center. I got the worse deployment zone, with a treasure sitting in the middle, near the fountain. (My own damn fault, mind you.)


The warband closes in on the fountain. The Wizards fails Summon Demon again. The Apprentice casts Poison Dart and cripples the enemy Man-at-arms.


With so many treasures picked up, some critters were naturally spawned. An Ice Spider moves up from below, but the numerous party members of the opposing team take care of it. A Snow Leopard spawns on the opposing side, but just wanders around for the entire game. Finally, two Wolves spawn right behind my wizard, and proceed to attack him.


Being noble souls, the Knight and the Thief move in to help the Wizard, and annihilate the wolves.
The Crossbowmen (and the enemy Archers) spend all their time not moving and taking potshots at the enemies the sky.
My other Thief and the Warhounds kept screening and harassing the enemy. One Warhound engaged the party on the left, but died.
A Thief and the Zombie are moving off-board with their treasures.

As for the opposing party, a Thug, a Thief and the crippled Man-at-arms move off the board with their treasure. The Wizard tried to move on the fountain, but was pushed back. The Apprentice and her escorts hold the other side of the board.


For the third time, my Wizard fails Summon Demon. Luckily, the Necromancer doesn't get off anything useful either. With the Crossbowmen and Archers not doing anything either, we needed to rely on our melee guys to inflict damage.


Finally, I get off a Summon Demon. Well, that's a lot said. I had to sacrifice 4 health to get it off. But at least I have a winged Imp. It immediately jumped on the treasure.
The Warhound engaged the Treasure Hunter, with the sole purpose of keeping him at bay. An enemy Warhound Warspider is trying to do the same thing from the right.


After defeating the Treasure Hunter, the Warhound jumps on the enemy Wizard. I wanted to pin him in place for a turn, and gang up on him to try and inflict some damage.


My Wizard manages to get to the Well and drinks deep.

We played for one more round, but nothing noteworthy happened. The Imp managed to get away thanks to the Apprentice casting Leap. The Knight killed the Treasure Hunter. The Crossbowmen killed my Apprentice. I ganged up on the enemy Wizard, but he Leaped out of combat.

At the end of the day, we each got 3 treasure, for a draw; except that I managed to drink from the fountain. All party members successfully recovered, with no permanent damage. We got off the same number of spells, for identical experience points.
We didn't decide whether to continue these parties the next time or just start new ones; just in case, we rolled for the treasure. I got gold, 6 potions and a grimoire. The Necromancer got 2 grimoires and lots of extra gold.

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