Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, 2 August 2020

Frostgrave 2: Electric Boogaloo Review

Apologies to everyone that follows me on Instagram for pulling this prank when I first got my copy of Second Edition:






So, apologies aside, welcome to what is presumably the international premier review of the new edition of Osprey Games’ Frostgrave!

Before we get into the book proper, a brief discussion of my history with Frostgrave – I first played a demo game at Salute, either shortly before or just after it had originally been released. Each player had a Wizard and a couple of soldiers, and I plumped for the Necromancer, mostly for the opportunity to field battle eyeliner. In the demo game, we scrambled through snowy ruins trying to gain control of some plastic coins, my wizard shooting bone darts at anyone he could, culminating in fisticuffs atop some steps where after losing a couple of the lads I rolled a 20, and my Soldier did a ridiculous amount of damage to his opponent, lopping off his head and starting discussions as to whether this particular hero was in fact the leader of the warband as opposed to the decidedly less deadly chap in the robe, and leading to me winning the game and walking away with a pair of chocolate coins and a newfound love for the game.


(Apparently I only have the worlds blurriest picture from so far back in the past)


Some people don’t like the d20, and why they are wrong

One criticism that you might hear about Frostgrave is that using a 20 sided die makes it ‘too swingy’. Now, I could go off on a long tangent here about most war gamers having designed rules at some point and debated the benefits of different dice (or even calculated the probabilities of different results in order to model where a shot would land on a giant robot, for a completely out of thin air example), but that’s not what you’re here to read, so I’ll attempt a short version! Warhammer uses a D6, which is fine, people are used to them, but it doesn’t actually give you a lot of potential results, resulting in situations where your godlike superhuman and a well trained but actually comparatively squishy human statistically have the same chance of achieving the same result, whereas polyhedral dice can give a wider spread of results. Scale I suppose is another factor; in a mass battle game you might be rolling a bucketful of dice as your anthropoid fungus wildly fire their automatic weaponry, so it’s better to have less potential results to have to mentally compute, whereas in a small scale skirmish you’re probably rolling a single die. Everything else aside, the d20 has a long association with Dungeons and Dragons (and other role playing games), so if nothing else is semiologically associated with fantasy! Plus, rolling a 20 is just so much more satisfying than rolling a 6 (as everyone knows that despite what mathematics might suggest superstitious gamers know that there’s always less than 5% chance of rolling a crit, but more than 5% of rolling a 1…)


So, Frostgrave hit the scene running and was immensely popular, with good reason. It’s a fun game, well supported, and is miniature agnostic so grumpy old gamers with existing collections of miniatures could just start playing without having to buy a whole new set of miniatures. I’d argue that this last point is the elephant in the room though, the greatest lie ever told, as if the game is miniatures neutral why do they produce such a beautiful set of miniatures for it? Honestly, look at these:



Tell me you’re not tempted to find out more about this game by those alone.

And there are more coming out with the release of this new edition too...


(If Nick Eyre is reading this, I’ll happily shill any miniatures that you want to send me, there isn’t a single bad one that I’ve seen)


So, here's what you’re actually here for, rather than my musings on dice size and salivating over North Star Miniature Figures ranges, the review itself:


Although Frostgrave was wildly successful on release, it was Joseph McCullough’s first published war game, and he himself describes it as containing various errors and inconsistencies. However, in the five years since he’s been incredibly busy, writing various supplements, campaigns, and even whole other war games, and so between that and five years of player feedback, we find ourselves in a position where it makes sense to update the rules in a new edition (you will see some of the lessons learned from developing things like Rangers of Shadow Deep when you get your hands on the new book). Page 12 of the new book has a note from the author where he talks about this and discusses his design goals for the new edition; I won’t repeat it all here, but I will list those goals:
1. Make the game more fun, not less.
2. Make the rules clearer, more balanced, and more streamlined, but not at the cost of #1.
3. Keep all the supplements to the first edition useable and relevant.

While the game is different enough to warrant a whole new book rather than issuing an errata pdf, it’s worth noting that it’s very much still the same game, and that frankly you will recognise more than you won’t: the majority of changes seem to be tweaks and rebalancing, as you’ll see later in the review…

One thing you’ll notice when you get your hands on it, the new book is noticeably thicker than the old one though!



Before I go chapter by chapter, I want to talk about the art and flavour text throughout the book. Frostgrave has always had beautiful art; the high production value of the original rule book is surely one of the reasons that the game was so popular: once you started flicking through, you were guaranteed to have something catch your eye and get you digging further! This Second Edition though takes that approach and turns it up to 11, the quantity and quality of the art throughout is just great. The flavour text boxes are back, some recycled from the original book but along with some new additions, like “It was kind of funny at first – if you stood in the green mist, all anyone could see of you was your skeleton. Then the real skeletons showed up and things got confusing…” which made me laugh, then made me start thinking of scenarios…


Chapter one wizards and warbands

This is still Frostgrave, so you still get to raise a posse of toughs and thugs to accompany your wizard into the frozen city, although there have been a couple of tweaks, including things like Apprentices starting with 12 rather than 10 health, and the introduction of the Specialist Soldier table. Wizards are now limited to a maximum of four Specialists in their warband, which puts paid to groups consisting solely of crossbowmen punishing anyone that dares to venture out of cover to try and grab treasure! The majority of soldiers have had their prices change, too, including Thugs and Thieves now being free, which I think is a fantastic decision, as it means that even if the dice turn against you in a campaign and you find yourself with no gold in the bank and a roster full of dead soldiers, you can make up your numbers with low skill mooks and not be hamstrung by being woefully outnumbered…
Other changes come in the weapons section, and bring a lot of things more in line with what we’re used to with Rangers of Shadow Deep, like two-handed weapons taking up two item slots, needing to carry a quiver to be able to use a bow or crossbow, and the removal of the original rule that gave figures wielding both a dagger and a hand weapon +1 Fight, which is something the author had been unhappy about since at least 2016, and I think is the right choice to make (although I’m sure someone will argue that it makes perfect sense for someone carrying a knife in their boot to be harder to shoot). There are also separate rules for shields and armour (like heavy armour giving +2 Armour and -1 Move), that I could have sworn were in first edition, but checking my actual book apparently were not, they were just baked into the soldiers profiles, and called leather and mail armour rather than light and heavy! There’s also a new rule that caps maximum Armour Stat at 15 for permanent warband members, to prevent cunning combinations of items, magic and special effects creating the nigh-invincible Knight that’s just no fun for anyone to play against!


Chapter Two: Playing the game

The game runs much the same (as it’s always been fairly solid) with a few tweaks, such as in a ‘standard’ game now rather than each player placing 3 tokens, 5 are placed, with one being the ‘central’ treasure, two placed within 8” of it, and the last two anywhere else (with a few limitations), which should ensure a good spread and lead to an action packed game! 
Now, I’m not going to go through everything in this chapter – (pre-order the book from Northstar – if Nick from Northstar is reading this, I’ll happily take my commission in metal and plastic) but rest assured, the phases are still the same, you still get to batter your opponents with miniatures, there’s just a lot more… clarity, in this new edition. For fear of overusing a phrase, you can see where five years of feedback and a community of players stress testing the system have really come in handy to make this the best book it can be. Some of it is just making it easier to learn the game, like having the rules for making stat rolls in this chapter when it wasn’t in the original edition, or including a Combat Summary after that particular rules section, whereas the original edition was happy to jump straight to the rules for shooting! Other things that were added to the system after the original books release have been added too, like the swimming rules from Ghost Archipelago (which I don’t have, so can’t pass comment on whether they’ve changed - they’re functionally the same as the swimming rules from Rangers of a Shadow Deep though, barring it being a Will roll rather than testing against Swimming skill)



Side note: unmodified 20s being an automatic success and unmodified 1s being an automatic failure is another thing that I could have sworn was in the original edition, but I can now find no trace of – it should be, as it’s one of those things that makes for a good story for gamers, and making for exciting gameplay moments like that is the reason that most people house rule it into Dungeons and Dragons…

One final thing on this chapter, and again I’m going to praise the aim of clarity, highlighted in the presentation of the rules for controlling creatures; compare this:


(From first edition)

To this:


(From second)

It’s only a little thing, but the latter is much easier to reference, and I think more in line with the presentation of similar rules in Rangers of Shadow Deep, and should make for a smoother experience at the table!


Chapter Three: The Campaign

While it’s possible to play a one off game of Frostgrave, the real meat of the experience is in campaign play, and I think a large part of why it captured so many our our imaginations when it was first released was that a lot of us had a Mordheim shaped hole in our hearts! 

The campaign rules still have everything you’d expect, from rules for Wizards losing fingers to an experience system to allow your wizard to learn and grow over the span of several games (although the experience chart has changed somewhat since first edition – gone is the 150 point gain for personally killing an enemy wizard, which should mean that someone playing an offensive wizard doesn’t end up shooting up the levels, making him better at killing enemy wizards, and thus earning even more experience, leading to a disparity between players that might make for a less than fun playing experience). Similarly, the treasure table has had potential results flattened slightly, such as result 20 being 120gc and a Grimoire rather than the originals 200, which presumably will also reduce situations with one wizard getting too far ahead of his peers (whilst still retaining enough randomness to be exciting and fun). The potion rules are much expanded from the first edition, and the magic weapon and armour table, whilst similar, has also received a few tweaks (hello hand weapon giving +2 Will!). A lot of prices have also been tweaked, with a number of items becoming more expensive, which looks to be another effort to bring greater balance to the game. Also gone are some items like the Drinking Horn of Healing and the Banner of Courage, replaced by things like the Construct Hammer, a magic hammer you can bolt on to one of your constructs!

Rules for establishing a base are still in second edition, you will be pleased to hear, although as with everything else I’ve mentioned there have been some tweaks! It’s such a flavourful addition to the game, but with a mechanical benefit that makes it worth using!  My only criticism of the book so far comes in this section, as the Treasury base has players rolling a d20 to see what they find, but gives no result for what happens if you roll a 1, whereas in first edition rolling a 1 meant the warband set off a magic trap, and a soldier had to miss the next game as a result. Intentional omission or editing error? I’m leaning toward the former, with a roll of 1 being ‘you find nothing’ as being a soldier down can put you at something of a disadvantage in your next game (especially if you have other soldiers missing the game due to injury) but it’s unusual for it not to be spelled out in a rule book that I’ve spent the last several paragraphs praising for its focus on clarity… [I messaged the author and he confirmed that it’s an intentional omission, as part of balancing the bases this was the only one that had a negative in it]


Chapter Four: Spells

A good chunk of the book is taken up with rules for the various spells, perhaps unsurprisingly given that it’s a game of wizards battling for dominance!

Again, I’m not going to list the spells or go through them one by one (buy the book!), but I will say a lot of things have been tweaked! One of Joseph McCullough’s stated aims with this second edition was to revise and tighten the spell list, to try and make all of the spells equally attractive with the benefit of five years of hindsight and player feedback!

I’m especially excited by new spell ‘Animate Skull’, not for any particular gameplay or strategic reason, but because I already have a miniature that I can use for that:



Bone Dart, my favourite spell from the first game of Frostgrave I ever played, alas, has become harder to cast and had a 12” maximum range imposed on it, which admittedly is generally as far as you get to cast it anyway given how busy with terrain the table should be, but still, the dream was always to snipe someone from across the board… the spells are also alphabetised this edition, whereas in First they… sort of were, but there were some oddities like Brew Potion coming before Bone Dart and Bones of the Earth… 
Grenade, on the other hand, has an increased range this edition, whilst maintaining the same difficulty to cast, so maybe there’s an Enchanter in my future…

While I said I wouldn’t go through the list spell by spell, I will give you with a list of the spells from First edition that are no longer in the game (although admittedly some have had their effects combined into other spells), and tease you with the names of the new spells that replace them, leaving it to your imagination as to what they actually do…

Gone: Monstrous Form, Reveal Death, Create Grimoire, Forget Spell, Reveal Invisible, Will Power, Restore Life

New: Blink, Animate Skull, Bridge, Mind Lock, Suggestion, True Sight, Destroy Undead

(Also Bind Demon is now Control Demon, but otherwise works the same)


Chapter Five: Scenarios

The ten original scenarios from First Edition remain (albeit slightly tweaked, but not so much that you wouldn’t recognise them), but are joined by ten new scenarios, totalling twenty complete scenarios to play – if we ever see a Third Edition, we’re going to need some bigger dice to use when picking a scenario! I’m a fan of scenarios with narrative elements, so am looking forward to scenarios like The Ice Storm, where warbands must pick the lock on a central treasure that is chained in place whilst dodging falling icicles (and admittedly I’m already considering how I’d adapt it to play as a Rangers of Shadow Deep scenario too, and maybe even The Lock Box as well…)

Another thing that I also like is that each scenario has a ‘Requirements’ section in their set-up instructions, much like you’ll see in a Rangers of Shadow Deep scenario, although as well as any specific creatures you might need it also includes any specific terrain, handy to know what you need to start building! There are also optional rules for balancing scenarios between wizards of vastly differing levels, handy if one player is starting to dominate the campaign! 


Chapter Six: Bestiary

All the classics are here, with the addition of Animated Skulls and Skeleton Archers, although as with everything else things have been revised, with several creatures getting new stats: it’s going to be more dangerous for soldiers traipsing through the ruins in this edition! The book also features a list of Creature Traits, essentially keyworded abilities that appear on creatures rather than having them separately explained on each individual creature.


The book then ends with appendix of summaries of the original supplements, and what (if any) notable changes there are with the release of the second edition. I appreciate the intention to ensure that old supplements aren’t rendered unusable by the new edition, and think it’s great for old and new players alike, as there are several campaigns ready to play from the word go! I’d originally planned to adapt some of the Perilous Dark scenarios for use with Rangers of Shadow Deep, but I think I’m going to give them a run through as intended with a wizard as well until social distancing is relaxed enough that I can play games with other people again…

Then rounding out the book is pages of photocopiable spell cards, Wizard sheets, and 5 pages of quick reference rules to help you get through your first few games!

So, overall, I really like this. Did we need a new edition? It’s an interesting question. If this edition never came out, people would have kept on happily playing Frostgrave, I’m sure, but with the adjustments and tweaks made throughout the system, I think it’s time to herald in a new age of Frostgrave (and I’d be remiss if I didn’t at least nod towards the new scenery sets coming out that are going to make it easier for anyone new to the game or even wargaming in general to get playing even quicker). Right, lets paint up a Necromancer...

Thursday, 12 July 2012

Gesso is black wizard juice!

Having read several peoples' success stories of using gesso to prime miniatures, I thought I'd give it a go. Mostly because when I spray undercoat miniatures, I have to do it in a carpark and it tends to rain whenever I do (apologies to everyone else in Kent for that).

Looking online, a pot of gesso tends to set you back around fifteen quid (or just under a tenner here:  Pebeo 500 ml Studio Acrylics Auxiliaries Gesso, Black ). In my local art shop though, I found a pot discounted to four pound something:


Score one to team me! Double score, as it's a non-toxic type, rather than one of the ones that give you cancer (seriously, I've seen the labels that warn about the carcinogenic nature of some gessos...).Having done plenty of research online about how much to apply, whether to thin the gesso and other hints and tips, I ignored it all and slapped some on a test mini:


An Artizan chap that was in the queue of things to undercoat. As you can (sort of) see, I slapped on a nice thick coat of gesso, poking it into all the nooks and crannies with a brush that I wasn't particularly attached to:


Leaving it overnight, I found that all the rumours about gesso are true, it's actually magical! as it shrinks as it dries, that globby, detail-drowned miniature dried into this:


Mmm, crisp. There were a couple of spots that were bare metal (where the gesso had shrunk), but that was easily remedied with another dabbing of gesso.

Fear factor aside (it's a bit disconcerting globbing gesso onto a miniature the first time), I think gesso is awesome, and may retire my cans of spray primer. It's cheaper, odourless, and I can do it in the comfort of being indoors. It's probably a little quicker too (for me, at least - when I spray undercoat, I spray the front, the back, each side and then front and back from an angle, and still usually need to give them a once over with a brush to hit some of the more awkward spots). But mostly because it works a little bit like magic!

Having been converted to the joys of gesso, I cracked on and undercoated some other goodies:


In non-gesso related news, another couple of Slayers have come out of the stripping pot:


(Yeah, I know. The Muppets are awesome.)

Monday, 18 June 2012

A World Aflame

My advance copy of 'A World Aflame: Interwar Wargame Rules 1918-39 (Osprey Wargames)' [link to buy] came last week, so I thought I should probably post up a quick review of sorts!


'A World Aflame' is a new set of wargames rules published by Osprey (of ubiquitous reference volumes fame) written by Paul Eaglestone (PDE of Empress Miniatures fame).

Eaglestone had previously released "And was Jerusalem builded here?", a 39 page pdf of rules for fighting engagements in the Very British Civil War (VBCW), the imaginary conflict that is currently sweeping the nation (well, not literally currently), and this set of rules is built on that framework, but in greater depth (and much prettier too!)

Although this volume focuses mainly on the Spanish Civil War (for which Empress produce a range of rather nice miniatures) there's plenty here for the VBCW enthusiast, as although the rules themselves are designed to be useable for the entire 1918-39 Interwar period, period and regional flavour are added through the use of Scenarios and Chance cards, amongst other things.

Before I look at the book proper, it's worth mentioning how much I enjoy Eaglestone's style of writing - this isn't a rulebook for rules lawyers to brandish at a tournament, it's the sort of book used by a group of adults getting together to create a narrative set in a period of history that interests them by pushing little men around in a gentlemanly fashion, perhaps over a snifter of something, and as such the tone throughout is conversational, and makes for an exceedingly pleasant read.

Presentation throughout is as high as you'd expect from an Osprey production, with the usual plethora of high  quality illustrations throughout, taken as they are from a variety of existing publications. There's also a number of colour photographs of miniatures 'in situ', which provide a great deal of eye candy and inspiration. My favourite would probably have to be "Anglican League Militia take control of a vital communications point", the 'vital communications point' being the local phone and post boxes. If pushed, I would probably say it's a pity that there isn't a large diorama or somesuch to pore over, but that would just be me being fussy.

The Rules: written as they are in a 'retro' style, aiming to "pay homage to rulesets written by such wargaming legends as Charles Grant and Donald Featherstone", 'A World Aflame' gives you the tools to play fun, fast-paced games that mix high adventure with a dash of tongue-in-cheek humour. I won't go into too much detail here (buy the book for that!) but rest assured the book contains rules on how to move, shoot, and measure the morale of your little lead men, as well as less generic rules as smoke and sending runners carrying orders across the table... There's rules for a whole plethora of period weapons and armour too, including rules for boats and planes as well as the expected armoured fighting vehicles (yes, including improvised ones! ). 

The book contains sample units for a variety of conflicts, both the Spanish and Russian Civil Wars, as well as Warlord China and (the one that's most caught my interest) the aforementioned VBCW, ranging from militia rabble to Regular Army Guards. 

The book also contains a sample scenario to show the sort of game you can play using the contents of the book, 'Suicide Hill', aka the Battle of Jarama, February 1937. It's a three-day/three-game scenario, with special rules, orders and suggested chance card decks (from a selection of example cards at the end of the book), complete with a map and some more pictures of miniatures in situ for you to get excited over.


If I had to pick my three favourite things from the book (entirely arbitrarily, and if you were to ask me another time it's likely I'd choose three entirely different things) they'd be:

3 - The rules for attacking armoured fighting vehicles with a crowbar. More specifically, the fact that the second paragraph ends 'Good Luck!' Strange things amuse me.

2 - The Flashman effect - I like the fact that there's a special Legendary grade of officer that you can use in special scenarios that is, well, legendary. It's such a flavourful little rule that it makes me want to convert and paint up some miniatures for use as named characters in a campaign...

1 - Chance cards - the SCW flavoured examples in the back of the book make me want to write up some more of my own to use with VBCW, and I'm sure I'm not the only one. They're a great way to add period flavour to a game, as well as some tongue-in-cheek humour (if that's your cup of tea). I mean, look at 6milphil's chance cards for the sort of thing I mean...


Right, that's probably enough blocks of text to turn anyone from off from reading to this point, so I'll wrap it up here. I could give the book a rating, or a percentage score, but I think a more pertinent score would be this:



A photo my young lady took. Yes, that's me prepping some miniatures having finished reading this book. Sat on the floor at the coffee table as I couldn't wait long enough to sort out the desk that I normally use. If that isn't a glowing recommendation, I don't know what is...

Tuesday, 8 May 2012

Star Wars The Essential Guide to Warfare - a not-quite review...



So, my copy of Star Wars - The Essential Guide to Warfare [link to buy] came today! And yes, it is as awesome as it sounds.

All in all, it's a history of warfare in the Star Wars universe, with 21 chapters organised chronologically from the rebellion of the Rakata (pre-KOTOR) right through to Darth Krayt and the new Sith order.

Each chapter covers a particular period of time (or aspect of warfare within that period), such as chapter 7: 'Begin, the Clone War does' or Chapter 15: 'When the Empire struck back', and has 'factual' information (illustrated gorgeously throughout) as well as a variety of sidebars, such as 'War Portraits' of noted individuals and communications between key characters (my favourite so far being one from Admiral Ackbar to his niece about how the Rebel Alliance has to put their trust in people that could technically be categorized as mass murderers in order to succeed).

Now, the meat: how useful is this book to me as a wargamer? It's a little lighter on hard and fast force organisation information than I'd like, although that's more to do with the fact that the Rebels are a ragtag bunch than anything else (although it does have organisational information for Stormtroopers and the Imperial Navy, which is handy as trying to work it out by trying to count them onscreen whilst watching the films is difficult and makes you wonder whether George Lucas was even considering the verisimiltude of the military orgaisations he was portraying). [aside - worse comes to worse, I'm fairly sure the old WEG miniatures game rulebook had suggestions as to how the rebel forces were organised, even though it's old enough to probably be non-canon now...] Most of all though, it's useful as a source of inspiration: there's lovely art throughout, with everything from Imperial propaganda posters to Darth Talon (red Twi'lek Sith with tribal tattoos), there's plenty of eye-candy to make me want to paint and convert things. Also, at 246 pages long, there's enough scenario fodder to keep a gaming group in ideas for a fair while...

Now, I've not read the entire thing cover to cover yet, so these are just my first impressions from flicking through looking at the pretty pictures and looking up things that were of immediate interest to me (like the aforementioned force organisation of the Imperial Army), but it's certainly got me pepped up to get some Stormtroopers ready for repainting (well, that or play some Star Wars Battlefront, we'll see how my attention span goes).

Also femtrooper pin-ups like this:


and this:



Are canon. Although the actual lady Stormtroopers don't approve, with reasoning like "As for going into combat with a bare midriff, I wouldn't recommend it". Glee!

I was looking for some sort of image that would encapsulate how I feel overall about the book, but it turns out that googling 'Boba Fett approves' and 'Boba Fett thumbs up' brings up some fairly weird stuff, including a blog devoted entirely to Star Wars themed porn. Which is probably as good a point as any to end this post on.