Frostgrave is another Osprey title, but unlike the Wargames series, this is a stand-alone hardcover with additional support books. This is NOT part of their wargame range. The level of support for Frostgrave is greater than any individual Osprey title in the
wargame series. The only Osprey titles
close to this support level are Force-on-Force or Bolt Action. Some would argue that even these do not count
since they are produced by different companies and only printed by Osprey.
Frostgrave is a
Fantasy Skirmish game. The core of the
game is a Wizard’s warband who are exploring the ruins of a frozen, ancient city
for magical artifacts and treasure. The
main genre hook is that you control a wizard and his
band of followers. It essence, this is a
campaign game that is reminiscent of Games Workshops Mordheim.
So, let’s dig in and see what we have behind the
covers.
Things I like
I am a big fan of campaign games. Therefore, I am immediately happy to see that
the bulk of this book is about the campaign itself. The game mechanics are very simple. Therefore, it could be argued that this is a
game created specifically for campaign play as opposed to the campaign being an
add-on feature. Wizards gain experience,
learn new spells, get better stats, and find treasures. One nice feature is that you can manage your
retinue of retainers, but also your base of operations! That was a new twist to the campaign game for
me.
The Turn Sequence is an alternating activation with a
twist. First the Wizard and up to 3
henchmen nearby can activate. Play then
alternates to the opponent’s wizard. When
activated a model can move and perform a different action such as attack. They therefore have 2 actions per turn. Then, the Wizard’s apprentice activates with
up to 3 nearby models, and then alternates to the opponent’s apprentice. Next the remaining soldiers, and finally any
creatures in the warband will be activated.
This is similar to Strange Aeons characters that have "command". The
difference is that each model will still get a chance to do something every
turn. This also allows players to act
and react to each other’s moves.
The game has an impressive number of wizard types and
spells. The different “types” of magic
allows you to really customize your character wizard. Each wizard starts with 8 spells and each
type has different rules for how many of each school they can draw from. Your wizard can gain a good deal of character
from the beginning. The game even has
rules for summoners and enchanters which is a big plus.
Many of the scenarios in the game come with wandering
monsters, traps, ransom events etc. It
gives the board itself a character of its own.
That means, the board is just as much your opponent as the other
warband. This gives it a very “fantasy”
vibe, but may increase the “randomization” more than some players like. There is a large bestiary and a lot of
different magical treasures to be found.
The more you beat a foe in combat, the more damage you
inflict. Each model has a set number of
hit points, and once they are gone they are out of the game. The campaign system is pretty basic for
henchmen, they either die, miss a battle or are fine. For the Wizard and Apprentices they might get serious wounds that reduce
their effectiveness rather than die
Things I Do Not
Like
For a game built around a campaign, the campaign leaves a
bit to be desired. For instances, it is
pretty clear that some combinations of spells are just better than others. Telekinesis and Leap are two examples of this
critique. In addition, the treasures are
randomized and can easily lead to big swings in campaign power levels. There does not seem to be a good way to power
balance during the campaign such as Necromunda
underdog rules. A few early wins could
put one player way ahead in the campaign.
Finally, the only model that really benefits or experiences the “campaign”
is your wizard. Everyone else is just
fodder.
The basic game mechanics are very simple and derived on a
d20 basis plus your model’s stats modifier.
This can lead to big performance swings in your troops and even your
wizard.
I also have concerns about the Scenarios. They are all based on grabbing treasures that
are randomly placed on the board.
However, if you drive the other warband off, you can collect any
remaining treasure. Since it is hard to
move treasure off the board the incentive is to always kill off all of your
opponent’s warband and ignore the treasure.
That doesn’t sound like much of a scenario if it ultimately boils down to
kill them all.
As far as I could tell, there were no morale rules in the
game. Models and warbands would fight
until they were all removed from play or left the board. That streamlines the game play, but again helps
all scenarios essentially boil down to kill them all, which I do not find that
fulfilling of an objective.
Finally, the game is so streamlined that it has lost any “meat”
to it. There is no real tactics that I
can find in the game. There are a few
tricks you can pull, but aside from the “special rules” in the scenarios, games
will quickly get stale. Essentially, the
game is trying to create depth from the Chrome instead of out of the core
mechanics. Games that try this approach
have a relatively low replay ability.
Meh and Other
Uncertainties
The game does have a number of scenarios with wandering
monsters and other little wrinkles to them.
However, the core of collecting treasure is the same in all of them. It
is like playing Necromunda but only
the LOOT scenario over, and over, and over again.
The book has great art that really sets the mood and
palette for the game. The Northstar Figures are showcased very nicely too.
However, I felt that the book was padded out to make it a longer,
thicker hardcover book. The margins and
spacing was huge so each page has a ton of white space.
I also picked up Thaw
of the Liche Lord. This has several
special scenarios for a campaign, new soldiers, new spells, and new
treasures. It essentially adds-on to the
Frostgrave world but doesn’t shake it
up. You could play perfectly well
without it, but it does add some more chrome.
Final Thoughts
Before picking up and reading this book, I had heard a
lot of positive buzz for this game. Upon
reviewing it closer, I was left disappointed. Perhaps my expectations were too high? The game does a great job handling the
wizards and the magic, but the rest is a bit flat. There is no depth to the mechanics and the
games will get samey and stale. You or
your group will have to work to keep building fresh and interesting takes on
the same “Loot” scenario again and again.
Plus, the core mechanics are so streamlined and simple that there is no
real strategy or tactics; just parlor tricks.
If you look at this as a campaign game, it does have a
lot of nice elements. However,
ultimately they typically only impact your wizard. Your soldiers all stay the same and your
apprentice only gains as a reflection of your wizard’s skill. Many of the interesting magical treasures
serve more to unbalance the game than help it.
Overall, Frostgrave
was a solid effort at the Fantasy Skirmish genre, but I do not think we have
found the clear and present champion of the genre yet. At this point, I am unsure if I want to
purchase any more Frostgrave related
content. Can someone share a compelling
reason on why I should get Into the
Breeding Pits?
Some scenarios have different aspects than just collecting treasure. For example, the well mission grants extra xp to a wizard that makes it to the well and drinks. There are also tactics within the game. It can be as simple as determining which henchmen deploy with your wizard or apprentice to more complex tactics such as spell selection. The biggest part of the strategy in my opinion is how to use your spells to create interesting combos. For example, do you teleport across the board? Do you push an enemy or use push to help your henchman move farther before he activates? Do you poison the knight or the wizard so they only have one action? Do you place a wall to deny your opponent access to a treasure? Cast fog to block line of sight? Or cast crumble on a bridge that the opponent is crossing so they fall and take damage. The d20 makes games swingy and it can be difficult to have fun when all the rolls go your opponent's way. But win you turn it around and have that epic moment when a lowly warhound takes down that enemy knight with a natural 20 critical, your group could be talking about that moment for weeks.
ReplyDeleteThanks for the feedback. WELCOME!
ReplyDeleteI think I am going to get the other two "Frostgrave" books as well. This game looks like it will be a fun game for my family to play together. This is the type of wargaming they enjoy.
I have a feeling it will end up like "All Quiet on the Martian Front". It will be a game that I play often, even though I did not give it a glowing review.