Showing posts with label Frostgrave. Show all posts
Showing posts with label Frostgrave. Show all posts

Monday, August 22, 2022

Review: The Silver Bayonet - Osprey Games

 


Despite saying I was NOT going to get into Nappies this year, I ended up picking up this book in order to review it.  Plus, once I do start goofing around with Nappies I will have yet another set of rules to use them with!  Win, win.    

For those not familiar, this is a set of "Gothic Horror" rules set in the Napoleonic era, where bands of monster hunters go out and fight with each other and the supernatural.  There are ghosts, hobgoblins, vampires, werewolves, and other things that go bump in the night.  Your investigators are soldiers and civilians from all walks of life, and could include all manner of adventurers; not just guys in big hats.    

They are written by Joseph McCullough who is pretty well known for writing Frostgrave, Ghost Archipelago, Rangers of Shadowdeep, and Stargrave.  That means this is a book from Osprey Games and it all ready has some built in popularity.  However, being by the author it is you probably also have some built in assumptions about how the game is played.      

Now, let's head into the dark woods of the unknown and see what is on the inside of this book.  


Things That I Liked

First off, the cover of this book and the interior really set the mood for the book.  The exterior looks like a leather bound journal, and the inside covers are a pinkish design that evokes the feel of flesh.  Creepy and cool.  Normally, I don't bother with these types of details in my reviews, but I really thought this was a great touch! 

This game moves away from the d20 mechanic that the 'Grave series is famous for.  Instead, they replace it with a 2d10 system, which allows a bell curve distribution of results and reduces swinginess but still allows for the small modifiers of +1 or +2 to impact the game.  In addition, you should use two different colored d10, as the different colored dice results are applied differently later in the game for things such as damage based on weapon type.  This is a very welcome change to the rules.     

In this game, every model is a distinct character with special abilities.  Unlike the 'Grave series, where you have 4 "specialists" to the warband of 8, every model can have their own specialties like sailor, soldiers, artillerists, occultists, etc.  This allows a player to modify and make unique characters of each model. 

Instead of loot, the game is driven more by finding clues via investigation.  These clue markers work similar to treasure tokens, but allow a lot more scope for the scenario's narrative.  The clue markers can be hidden doors, treasures, clues, or other details.  

The game has a reload mechanic.  I have seen some folks give it flak, but I think it is perfectly serviceable.  All guns start loaded.  Once you fire them, you have to use an action to reload it before you can fire again.  That means if you move, you can not reload and shoot the same turn.  However, you can also choose to not move and instead reload, so if you are stationary you can fire again.  This makes firing/reloading a choice with consequences.   

As usual, adding scenarios and campaign elements is where Joe McCollough excels.  This book is no exception.  There are 10 versus scenarios in the book.  There are four solo scenarios in the book with solo rules.  It is nice that solo rules are integrated into the main rules.  Another nice add to the Campaign elements is that models can go "mad" based on failures from Terror tests.  


Things I Did Not Like

Again, I don't normally call these things out in my reviews; but I was struck by the lack of painted models or "in-game" photos for this book.  The only ones were in an ad for Northstar Figures at the back of the book.  Northstar provides the "official" figures for the game.  Perhaps they were not ready by the time of print, but the only images are dark-toned drawings.  I liked the art we see, but I was surprised by how much I missed the imaged of actual minis on the table in this book!  Even actual photos with a black and white effect would have been welcome.  

Despite the dice mechanic changes, this is still primarily a "narrative" focused game.  It is not a tactically challenging game.  Models can see 360 degrees, they can move and perform an action in the same activation, the game still uses hit points, there are few restrictions on maneuver.  These are all signatures of the authors "model", and some people love it and others do not.  I am in the dislike side.

If you attack another model in Melee or even Shoot at them, you have the ability to counter-attack immediately by striking or shooting back.  I am not a fan, as it again reduces the tactical element of the game as anyone you shoot at can retaliate.  You have to kill them in one hit, which with Hit points is not likely.  Now, after both groups attack the models get fatigue tokens and face penalties if attacked again.  Therefore, you could try to use fatigue tactically.           


Meh and Other Uncertainties

The initiative process is a bit more convoluted than I was hoping for, as the player with initiative has to split the up their force and have some move first, then the Monsters, then the opponent, and then the last group of their party.  This seemed a bit contrived, and an alternate activation system seems like it would have been a lot easier, with the Monsters activating either before or after the players. 

The game also allows players to have a Fate Pool.  These are essentially re-rolls you can use for various elements of the game, like re-rolling one of your d10s or forcing a monster to re-roll a result.  They are a limited resource and adds a resource management element to the game.    

Monster actions are similar to what you would expect.  They are tried and true, and reliable in game.  

Like all of the Author's games there is a decent amount of equipment, beasties in the bestiary, spells, and artifacts to find to add some glitz to your warbands.  There are also rules for cavalry, co-op play, and Complications that can occur based on the initiative roll.    

I was also glad to see that there was some discussion about scenario design and also monster design.  Therefore, the rules are leaning into players building their own.  That is a nice add.  It is low on detail, but even giving players "permission" in the official rules goes a long way for some players.  I am not one of them, but have played with many that do not that "official" permission.  


Final Thoughts

The core mechanics do not differ that much from McCullough's other work in the 'Grave series of games.  Some of the main critiques I had for those apply, but I do appreciate the changes that he did make from his core game.  I understand as well as anyone the benefits of designing to "type".  So, to see him try to move away even incrementally from his type is great to see.  I may have preferred a larger jump, but I understand the danger in making that type of leap.  However, it adds a less swingy mechanic for resolution and a resource management element.  Those are big wins.    

It is further away from "Horrorgrave" than I expected, and I was pleasantly surprised by this!  I read the rules for Stargrave, and was not compelled to play it or pick up the expansions.  However, I feel very different about this game.  The game play mechanics were different enough and there were enough intriguing changes to make me really interested in this game.  I hope to see Joseph McCullough continue to develop his "model" and I think this was a very impressive improvement.  I hope this gets as much expansion attention as Frostgrave or Stargrave as this is my favorite system from the author yet!    



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Monday, July 12, 2021

Review: Stargrave- Osprey Games

 


I got my copy of Stargrave in the mailbox the other day.  It took a bit longer as I insist on getting hard copy books rather than PDFs.  Why?  I do not know?  It is a personal preference.  However, sometimes that slows down my reviews as I wait for a dead plant version to show up at my location.  

Anyway, this game is the highly anticipated Science Fiction skirmish game by the prolific wargame designer Joseph McCullough.  Many people have been looking for the "Next big thing" in sci-fi skirmish gaming and the buzz was that this was it!  Obviously, it is a variation of the popular Frostgrave line, only this time set... IN..... SPACE!  

The game is set in the Ravaged Galaxy.  The great galactic civilizations have been brought low after the carnage of the Last War.  Where once civilization flourished, now it was nothing but decay and ruin.  Planets were left to fend for themselves, as were the people on them.  To make matters worse, after the Last War; pirate fleets sprung up to replace the nation-states.  These pirate fleets roam the Ravaged Galaxy smashing anything that could be a threat to them and looting, pillaging, and destroying as they go.  Now, the Galaxy is more like a huge version of Tortuga from the Pirates of the Caribbean movies. 

You represent a small starship and their crew trying to make their way in this tough galaxy.  You can put any backstory you want to it, but you are essentially Mal and the crew from Firefly/Serenity.  The crew is trying to get by and keep on flying.  This is accomplished by hiring yourself out for various small time jobs like smuggling, raiding, trading, etc.  You know, the dirty work.  By staying small time and in the shadows, they avoid the Pirate Fleets.   

Honestly, I do not know how much I will really have to say in this review that you can not understand from my Frostgrave and Ghost Archipelago reviews.  These are practically the same game systems with only a few minor variations.  However, there is some genre gloss to bring it into the new setting.  Therefore, I think this review will be a bit different than some of my others as I focus on what makes this game different from the others.  


Things I Liked

The game focuses around the Captain and First Mate of the Starship.  There are several backgrounds which give you access to various abilities that are similar in nature to Spells or Heritor abilities from those other 'Grave games.  Unlike the Fantasy version, your Captain and First Mate are distinctive characters with their own backgrounds and abilities.  From what I can tell, the powers appear to be distinctive with only some overlap with Frostgrave and Ghost Archipelago, which is a good thing. 

One of the best parts of Ghost Archipelago is that it always allowed for 10 crew men in your group.  Some you could upgrade for a cost, but you always had access to 10.  Stargrave incorporates this into the crew creation process here as well.  

The game also continues with the improved Loot placement from Frostgrave 2.0 and Ghost Archipelago.  However, there is a twist.   In addition to just one type of loot, there are two.  One is physical loot sealed in storage, and the other is digital loot.  Before you can run off with the Loot, you need to crack it open first.  This is a basic test, but it is not easy to do.  Some specialist models help with this process.  This means it is harder to just scamper up and grab loot and book it.  Plus, you need to put the right model for the task to increase your chance of cracking the loot open.  

Finally, of course the game has a lot more "pew-pew" in it than the others.  There the focus was magic and hitting people with sticks real hard.  This time, you can shoot them with "pew-pew" from much farther away.  Everyone has a gun.  In addition, folks who take 4 or more points of damage from a shooting attack can be stunned, which is like getting pinned or going prone.   


Things I Do Not Like
     

The elephant in the room is that this is essentially the same game.... again with a genre veneer placed over it.  The key mechanics are essentially the same, so the criticisms I have of the system itself about being swingy, individual modifiers are almost meaningless, and the game will get stale without new scenarios all the time still apply.  There is actually very little tactical depth in this game because miniatures see 360, can face anyway they wish, and everyone gets two actions.  If you have played any of the authors other games, you will know exactly what this game is like.  To some, that is a benefit.  To me it was disappointment.  I was prepared for it, but it was a disappointment none-the-less. 

The Ravaged Stars are so under-developed that there is no "There, there"  By that I mean that the setting has no sense of place beyond generic sci-fi setting #263.  In Frostgrave, you get a strong sense of place based on the little fluff blurbs from and "In-Universe" perspective.  This book desperately needs that!  The bits of fluff on the Last War and Pirate Fleets is not nearly enough as they probably total about 2 pages of text scattered through out the book.  

This game has no real hook to it other than, "Hey you liked Frostgrave right?  imagine if it was .... IN.... SPACE!  Cool huh!"  As a result, it feels a bit weak sauce and lazy.  I know Joseph McCullough can do so much better than this!  Ghost Archipelago was basically a knock-off Frostgrave too, BUT it still had a strong connection to place, setting, and mechanics that built onto that hook.  I do not feel the same level of thought was put into the Ravaged Stars in an attempt to be all things to all people. 

Finally, I am not convinced using escalating random encounters with Pirates is a good way to force "end game" situations.  As I saw it in action, it did create friction for the players, but at the same time it felt like it robbed them of the rewards of some of their earlier game decision making.  I think a "Doom Clock" mechanic like The Walking Dead or Gamma Wolves would have been a better choice.  That way player choices would have impacted the end game scenario further than the escalating encounters with pirates.  


Meh and Other Uncertainties

Most of the mechanics such as activation, wounding, using a power, etc. follows the familiar processes laid out in the other 'Grave series of games.  If you are familiar with those, you will be familiar with these.  You will be able to pick-up and play pretty fast.    

The focus of these rules is linking games together into a Campaign.  Therefore, it has all the elements of a campaign game such as injuries, acquiring experience, getting gear, upgrading your ship, etc.  However, the focus of the upgrades is really your Captain and First Mate.  Most soldiers are expendable meat.  The author even makes a crack about not bothering to give them names.   I should paint them all in Red Shirts. 

The game also has 6 scenarios in the book.  Scenario writing is one of the areas I think Mr. McCullough is better at than most.  He typically takes a basic wargame scenario and adds a unique spin or set of frictions within it.  These are no exceptions, and the friction typically takes the form of various random encounters with Non-Player Creatures (NPC?  That doesn't seem right?), some target number you need to roll for, or some other wackiness.  That means the game has a pretty decent sized bestiary and foe list for scenarios and for the Random Encounters/Unwanted Attention.  Of course, you could also just have the basic game of "Place loot, get loot!" style of game too.  

There is a list of generic weapons.  Surprisingly, there is not many support or heavy weapon options.  The only I recall seeing were Grenade Launchers, Repeaters, and Flame Throwers.  Mostly just light weapons like pistols, carbines, shotguns, etc.  There is a "power armor" equivalent, but unlike most equipment you need to pay a cost every game you use it in.  The specialists are also few in number to start with.  However, there are all ready 2 expansions slated to be released so I am sure equipment, specialists, and weapons will get kicked up a notch. 

The book does not have solo/co-op rules built in.  However, there is a packet of solo rules available online.      


The game has a line of plastic, multi-kit figures from Northstar Miniatures.  You do not need these minis to play.  Amusingly, they also did the miniatures for Rogue Stars, a previous Osprey sci-fi game in their Wargaming Series.  Many of these miniatures make an appearance in this book too.  In fact, I believe that the Rogue Stars miniatures have been re-branded as Stargrave models now.  

Final Thoughts

I was expecting a generic setting that was model and scale agnostic, and that is what we got.  I was also expecting Frostgrave in Space, and that is also what we got.  Therefore, everything I said about Frostgrave and Ghost Archipelago applies to Stargrave too.  That was a bit of a disappointment to me.  The adjustments to Captains and First Mates was simply not enough of a hook for me.  

 Ultimately, I got exactly what I expect from this game.  That made me sad.  I was hoping for more.  The Ravaged Galaxy is really in desperate need of a bit of fleshing out to make it seem alive.  I know the maker wanted me to be able to bring my 40K minis, my Infinity minis, my Star Wars Legion minis, and more to the party..... but right now it is far TOO generic to give me anything to sink my teeth into.  There are literally hundreds of games that do this all ready on the Wargame Vault all ready.  The entire pitch for this game feels tired, just a guy excitedly shouting, "You liked Frostgrave right?  Then you will like this!"   

As a result, the game feels a bit "perfunctory" and "by the Joseph A. McCullough numbers".  I honestly do not blame him for it.  If the formula works, use it!  However, this makes me re-double my hopes that the Silver Bayonet changes up the author's usual formula considerably.   

All that being said, I am sure it will be great fun!  This is a game that demands to be played in a campaign with 4+ players!  That way, each group can build their own backstories, characters, and backstab other players wily-nily.  This game creates a great space for this in your wargame club.       




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Monday, September 21, 2020

On The Painting Desk- Finish It!


This year, I had some big painting projects to complete.  First, I wanted to complete my Men of Bronze armies, and second I wanted to finish off my Heirs of Empire 6mm armies.  I managed to complete both of these tasks earlier in the year.  However, that wasn't the end of my "Pile of Shame".  In fact, I still had a handful of Copplestone Casting Gangsters, some Gangster buildings, Fantasy miniatures, and some All Quiet on the Martin Front Scorpion Drones to finish off. 

Thankfully, I am having a pretty productive year on the painting front.  I have painted up to 66 models or bases this year.  Let's take a look at some of the Models I painted to finish off my Pile of Shame....

Here is about where I was with my Gangster models:

Here is about where I was with the buildings: 

And these were some assorted minis in my Pile of Shame to paint:

I managed to paint a lot of gangsters this year!  I look forward to taking a lot of "action shots" of these models to help flesh out the photos in my Turf War rules.  I want the rules updated with new pictures so that I can get it on the Wargame Vault.  I plan on having that done by the end of the year.

Two gangster gals....
A boss, his girl, and a hitman....
Those were the last few gangsters I had left, the rest have shown up previously on the blog in On the Painting Desk posts.  So, you can see I was also working on some buildings in the background, and those turned out like this.....

The start of my town.... Los Mundos
The 4ground models for the Chicago Way come pre-painted and go together really good.  They might be just a tad more detailed and complex than I really needed (or enjoyed) putting together, but they do look the part when done!  All the little posters and leaflets look amazing on the finished models.  

Here is a sample of what some of the pictures in the Turf War  will end up looking like.  This was just a quick test with no lighting set up.


   
So, then I turned my attention to the Scorpion Drones.  I painted these with some remorse.  They are the last models I have to paint for All Quiet on the Martin FrontI do not expect any replacements anytime soon, even though the game was purchased by a new company they are redesigning the line.  It makes me a bit sad as I loved the old Martians and American models.  I am sure you will see more of these guys when I start playtesting my post-Martian Apoc skirmish game. 

Scorpion Drones
I was getting to the end of my "Pile of Shame" and was afraid if I painted them all I would die.  You know the old saying about a gamer who paints all his models, right?  So, I took an evening to make and paint up some Ork Submersibles for Aquanautica Imperialis: Battle for the Depths so next time I play I would not need to use paper templatesThese guys used all paints and materials from Big Box Retailers, so they were ultra cheap to make.


Finally, I had two last miscellaneous Fantasy models to paint.  They were both from Reaper, one was Bones and the other was Dark Haven metals.  The old Bones sucks to paint, but the new Bones Black is much better.  Of course, Reaper's metal is always good!

 
These ladies will probably feature in local D7D campaign (If COVID ever ends), my Frostgrave wizard's warband, or Rampant Swords.  However, these were the last of my unpainted models.... EEK!

Thankfully, some new ones came in the mail!  Plus, I have a whole Early Republican army on the way...


Wow.  That was close.....




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Monday, April 27, 2020

Wargame Design: Solo Gaming the Opponent


With this Brave New World of Covid-19, a topic that is on everyone's mind is how to successfully do "Solo" wargaming.  A few of us maybe lucky enough to be quarantined with a fellow wargamer, but most of us are not that lucky!  So, that leads to the question of how to enjoy our hobby in this new environment?

Of course, there are a lot of answers to that question.  It includes things like digital replacements (like FUMMBLE or the Cyanide games for Blood Bowl), spending time painting and building terrain, or trying to do the venerable Play-by-Email.  However, I am writing more from a designers perspective.  How do we make a Wargame that is suitable to solo-play.  Recently, there have been several attempts to answer this very question with games like:

  • Horizon Wars: Zero Dark
  • Rangers of ShadowDeep
  • The "4 Against" series
  • Spellslingers and Sellswords

There are also some older models to look at such as The Men Who Would Be Kings. The Walking Dead and Chain Reaction from Two-Hour Wargames.  So, this is not an entirely novel new approach to wargaming.  I even gave it a try with Combat! Starring Vic Morrow.

Your Greatest Enemy is Yourself
When you look at the challenge posed by "Solo" wargaming, the biggest is getting your enemies to act like another player and not just a Zerg rush with no sense of self-preservation bot.  You want to add some nuance to the way your "automated" Opponents think and react.  At the same time as the player, you do not want to "know" what your opponent is doing.

There are a few ways to go about this process:

1. Action Flows
2. Card Decks
3. Escalating Action
4. Randomized Actions

Action Flow
The Opponent units or models have a "script" that they look at to determine their actions.  Typically, you move down the list and complete the action.  Some games have different "scripts" for different types of opponents.  Typically, they look something like this:

Are there opponents in range to charge in Melee?
- Yes: Charge Them and resolve the Charge as normal
- No: 1. Are there opponents in range and LOS?
-- Yes: Shoot at the target
-- No: Is there a target they can see?
-----Yes: Move into the closest cover that can still see the target
-----No: Move towards the center of the board at full move
ETC.

Games that involve Zombies opponents that behave on instinct such "programmed" action flows make a lot of sense.  These types of flows also work well if the "enemy" has a defined time to act in the turn structure such as a "Monster Phase" or the like.


Advantages: Opponents can be programmed to complete a range of "assessments" and "actions" based on a hierarchy of actions.

Disadvantages: Such "programs" can be too complex, OR too easy to predict after a few games.  For example, you know this enemy will move to the center of the board, so I will hide and set up a shooting gallery.

Example Games: Rangers of ShadowDeep, Frostgrave, Last Days, The Men Who Would Be King

Card Decks
A process that uses a card deck uses certain cards that turn up to "trigger" actions from the Opponents.  These triggers could be to activate certain monsters, shoot or act with certain monsters, or trigger a pre-programmed action flow of their own.  Many times, these are combined and built into the activation process of the game, or pulled when the unit itself is chosen to activate. These games may have a customized deck or use a standard Poker Deck depending on the game.

For example, the player pulls out a Black Two-eyed Jack.  Typically, only "bad guys" use the Black cards, and the Jack corresponds to the Mini-boss of the board.  The Two-Eyed Jack means that he is shooting, while the single eyed jack would have triggered a charge attack.  Of course, if the enemy can not shoot or charge, the default would be to move towards the objective.


Advantages  This process adds an activation element into the Opponents actions, so they maybe able to "interrupt the plans of the player by doing something a bit unexpected.  This works best with random activation or alternate activation style games.  The Opponent is a bit less predictable and a number of cards can be used for a number of actions such as Hide, Hack, Cast a Spell, Self-Heal, Etc. 

Disadvantages: Opponents might doing strange things at strange times such as Hide when you are within charge distance.  This can lead to a loss of immersion and a randomization of the games challenge.

Example Games:  Black Ops, Horizon Wars: Zero Dark

Escalating Action
In this scenario, as the player does things, it increases the aggressiveness of the enemy.  As the game begins, you have more freedom of action as the player.  However, as the tension ramps up and player act then the threat level of the enemy response also increases.  Early in the game an enemy may simple move around as a sentry, but later they are willing to attack, call for more enemies, etc.  This ramps up the tension as the game moves along and allows for player action to manage the potential enemy response.

For example, as the player's units move in on the enemy camp; the sentries move around looking for intruders.  As the player's unit cuts through the wire, eliminates a sentry, etc. the tension is heightened and other sentries decide to shoot first and ask questions later.  They can shoot at targets within 8 inches.  Once the Player starts shooting of blowing things up, more enemies can arrive and shoot with abandon!

Advantages:  This is a great way to ratchet up the tension and add a Resource Management element of the game, as the Player is trying to keep the opponent's reactions "down".

Disadvantages:  It adds another layer of tracking and book keeping to the game.  In addition, to the "danger" levels you also need to keep track of different levels of opponent reaction at different times of the game.

Game Examples:  Black Ops, The Walking Dead 

Randomized Actions
In this process, when an Opponent becomes active, they roll on a series of tables to help determine how they respond to a given situation.  The model will then carry out this action to completion.  This can be used with a variety of activation methods and the action charts can be as detailed or loose as the game requires.

For example, when the enemy model is activated it rolls on a d6 "Morale" chart.  That chart comes up as "Aggressive" and another dice roll is made on the "Aggressive" Chart.  The model scores a "charge" result.  It runs towards the nearest enemy intending to bludgeon it about the head and shoulders.  resolve the action as normal.

Alternatively, the next monster gets activated and rolls on the d6 "Morale" chart and gets cautious.  It rolls again on the "Cautious" chart and score Overwatch.  The model is asked to move into the closest cover and try to reserve a shooting action for when an enemy comes into sight.


Advantage:  The charts can be as elaborate or simple as the designer wishes.  This allows a number of actions for the enemy to take.   

Disadvantages:  The process of completing an opponents action can become very involved, and players feel like they are spending more time managing the Op-For than their own models.  In addition, this type can lead to even more nonsense responses than the other options.   

Game Examples: Combat! Starring Vic Morrow, Chain Reaction

The Best Tool for the Job
Of course, there is no right answer for this question.  It depends on what the designer is trying to create and the best way to model that reality.  It might make sense to combine some of these options together, or scale them back to the most basic actions.

Like I frequently preach, one of the best assets of a game designer is to go out and see how other games do it.  Take a look at the Game Examples I provided.  Look at how Board Games accomplish similar goals.  A strong knowledge of existing mechanics gives you a tool box of ideas and methods to choose from which is key because Innovation is Over-rated.

There are no right answers.  What is right for a zombie game won't make sense for a Ninja Stealth game.  Ultimately, the choice is up to the designer and what their design goals for the game are.





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Monday, January 27, 2020

Review: Ghost Archipelago- Osprey Games



Before we get started on this review, I want to be 100% upfront.  I have no intention of ever playing Ghost Archipelago.  You maybe asking yourself, “Then why did you spend money on this book?” 

I had three reasons:

1.       I wanted to support the local game store I picked it up at.  Most only have the big two to buy; Warmachine and GW games.  This store had FoW, Opsrey, and other niche stuff.  I wanted to support that concept in a store so I bought some of that niche content from them.

2.       I wanted to see how they handled Heritor’s and their powers and what separated them from Wizards in Frostgrave.  I wanted to add this information into my toolbox of wargame design ideas and concepts. 

3.       I wanted to see how they did warband creation, experience, and treasure placement as it seemed like an improvement and development from Frostgrave.  As I was trying to get a Frostgrave campaign going locally I figured these enhancements might benefit my efforts.  In the end, that attempt to get a new Frostgrave campaign going failed. 

Why would I want to play Frostgrave but not this version of it?  To be honest, as a person who lives in the Great White North, the setting of Frostgrave appeals to me more.  I already had a good stock of winter terrain from other projects, and I had just donated my jungle terrain away for space reasons.  Plus, I just wasn’t sold on the idea of Heritors.  They seemed to much like Super-Heroes and if I wanted to play Super-Heroes I had other games for that.   



So, now you know the context as I head into this review.  I have modified my normal review format going forward.  Since many of my general thoughts on the game can be found in my Frostgrave reviews I will instead try to focus on what is different about this game. 

Time to head into uncharted territory. 

Things I Like
Warband creation and management seems to be streamlined in this version of the game.  You are always assumed to be able to have 8 followers with you that are just basic mooks.  From there, you can upgrade up to 4 specialists IF you wish.  They have special abilities and skills to make them stand out.  However, they are still expendable mooks for the most part. 

The Warband is led by a Heritor who can tap into the magic inherent in his bloodline to performs spectacular feats.  This can be active, passive, or reactive.  Nominally, you can activate as many as you want but the more you have active at any one time the more likely you are to take damage from your blood literally boiling.  There are also still traditional wizards in this game, much like Frostgrave wizard’s.  However they are called Wardens and have different spells and disciplines.  These two are the main guys to earn experience and grow in your warband. 

With Frostgrave, Ghost Archipelago, and Heritor powers you have a wide selection of spells, powers, equipment, and magical items to fuel your own dungeon crawl or similar adventures for a long time. 

This game also uses the Treasure placement system promoted in Ulterior Motives and Maze of Malcor.  This is an improved system for treasure placement. 


Things I Do Not Like
The base system is pretty much the same as Frostgrave therefore many of the issues I found in that game are also found here.  I think the biggest is the swingy nature of the d20 combat and the lack of strongtactical options. In addition, my comments on the need for scenarios to keep the game engaging also applies.

Meh and Other Uncertainties
This game adds rules for unique terrain such as water, small boats, swimming, and other swampy/jungly items.  The addition of these features can add a new “depth” to the battles and make for some interesting challenges and tactical situations. 

There is a new Bestiary including tribal forces, snakemen, and other “jungle” beasts.    

 The game has 8 starting scenarios.  A good selection of scatter terrain is recommended, as are water based items.  That helps add to the flavor of the game but also provides ways to block LOS, set ambushes, and provide scenario specific detail. 

The campaign process post-game is also very similar between the two games, but with themed items for the Ghost Archipelago.

Final Thoughts
If you are a big fan of Frostgrave, but what to change up the theme; then this is a great product for you!  It reminds me a bit of the old alternate setting for Mordheim that were unofficial or homebrewed, except this one is official!  Other than a few tweaks to the warband creation, Heritors, and theme specific spells/treasure/specialist this game will deliver pretty much the same experience as Frostgrave proper.    

If you are just looking to change up your games of Frostgrave, then Into the Breeding Pits maybe a better option.  If you have a group that liked the original but are just looking to change up the setting, miniatures, etc, then Ghost Archipelago is a better path.  Alternatively I see no reason why a warband from Felstad could not travel to the Ghost Archipelago or Vice Versa.

I think the core critiques for Frostgrave apply just as much to this game.  To summarize:

·         Few tactical options
·         Swingy d20 combat
·         Replayability may be limited without new scenarios
  
That being said, it delivers on what Frostgrave also does well, just with a few hiccups along the way.

·         Campaign play and linked scenarios
·         Multi-player capable
·         Great flavor and setting
·         Lots of options for your warband

I would not be surprised if some of the small rules tweaks here make it into Frostgrave 2.0 that the author is working on. 

Overall, I am not disappointed I purchased it.  With all the content I have it will provide a good base and fuel for upgrades, options, etc for my own projects.  A good ad to my toolbox of wargame mechanics and ideas. 





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Monday, November 4, 2019

Review: Ulterior Motives- Frostgrave



One of my goals for the year was to get more Frostgrave going in my local area. As part of this, I wanted to make sure I had all the latest Frostgrave supplements. I was confident that the all-female warbands coming out for Frostgrave would be a big draw for my family. However, that goal has gone nowhere this year. Related to that I picked up the Maze ofMalcor and Ulterior Motives. So far, this plan has not worked out at all and I have had not progressed in getting the game going. Instead, my family wants to play Burrows and Badgers so that will come next.



However, that doesn't mean I can't give you all a review. Unlike other Frostgrave supplements, this one is not a soft cover book. Instead it is a deck of 40 cards that are standard playing card size. Two of the cards cover some rules updates and how to use the cards. The rest are alternative side missions to add to the scenarios you are playing in the game.


Things I Liked
As I said in my initial Frostgrave review, much of the game will depend on the scenario and missions. The standard treasure hunting allows for a good basic game. However, the cards have some alternate rules even for Treasure placement.

Each card has a new alternate objective for the Wizards. These are in addition to the main scenario objective.

Each card has the following information:

The card name
A description
The rules
Red herrings

Red Herrings are generally other items that are placed on the board thanks to the card. There are a wide variety of options and most of them are not related to out right killing something. Therefore, the Ulterior Motives are trying to steer players away from just killing each others warband.

Since they are in card form, you can pull the cards out and put them on your side of the table to remind you what Ulterior Motive you have.

Things I Do Not Like
I like the new Treasure placement rules just fine. They are designed to force more movement on the board and warbands to interact a bit more. However, I do not like the fact that the rules are basically re-printed in the Frostgrave Folio.

Once the cards are drawn, you will get a pretty good idea of the Ulterior Motive of your opponent based on what new features or Red Herrings they place on the board. However, this whole mechanic is designed to off set the main weakness of Frostgrave. In addition, the players will have a lot of things to keep track of and focus on. This was intended to force warbands to interact but may do the opposite in actual practice.

The writing on the cards is pretty small and hard to read and small, especially for an old guy.

Meh and Other Uncertainties
I do not plan on reviewing and talking about all the cards in the deck.  After all, there are 40 of them!  Some are better and more fun than others.  Some you reveal so your opponent knows about them and others you keep secret.  A few you need special models or terrain bits for. 


Conclusion
So, this is a nice addition to Frostgrave. It allows the game to remain fresh longer. Plus, it will force players to work differently and think differently about what they are trying to accomplish. This will probably change up game play enough to keep a campaign going or to keep experienced players from drifting off to other games.

As a game designer, the deck of cards will give you additional ideas to make scenarios and secondary objectives for your own games. These complications or secondary objectives are a good way to try and avoid kill them all scenarios.

Overall, this is a good buy even if they are a bit expensive for what they are.