Showing posts with label Northstar Figures. Show all posts
Showing posts with label Northstar Figures. 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!    



Become a Patron and get access to all the cool stuff, a peak behind the curtain of Blood and Spectacles, and early-access to playtest games!  


You can follow Blood and Spectacles Facebook page or Instagram for more fun! 

Check out the latest publications and contact me at our Blood and Spectacles website

Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!

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.       




You can follow Blood and Spectacles Facebook page for more fun: https://m.facebook.com/pg/BloodandSpectacles/posts/?ref=bookmarks&mt_nav=0

Or our website:

Or our Messageboard:

Or our Wargames Vault Page:



        


Monday, March 11, 2019

Review: Maze of Malcor- Frostgrave



The Maze of Malcor is another supplement for Frostgrave.  This is the fourth soft cover supplement for Osprey Games popular fantasy skirmish game.  One of my goals for 2019 was to get my gaming group and family to start a regular campaign for this game system.  Reading the description for this one it mentioned some new rules, campaign, and new wizard types.  Therefore, it made sense to me to pick up this booklet to make sure I had the newest rules. 

The rules have three main components.  The first is the new rules.  The second is the Campaign and the new bestiary to go with it.  The last piece is new wizards and spells of the new magical schools called the Pentangle.  So, let’s dig in and see what terrors this supplement will add to the Frozen City of Felstad. 

Things I Liked
I really enjoyed the new spells and the new wizards.  The new Wizards are not really intended to be “campaign playable”.  It specifically mentioned the difficulty of a wizard maxing out and being able to cast the Transcendence spell since the new wizards have to master more spells than a conventional wizard.  Many of these new wizard types were a combination of existing magical schools in new and interesting ways.  The author is full of fun magical ideas. 

I also liked the new rules for placing treasure.  It seemed to crib from the treasure placement used in the Ghost Archipelago.  You place a central treasure in the center of the board so there is always a reason to move towards the middle.  Other treasures are placed radiating away from it.  This will help cut down on treasure placement shenanigans. 

Things I Did Not Like
The campaign is pretty elaborate and had 12 new scenarios.  The scenarios themselves each use unique new bestiary creatures and unique terrain lay-outs.  Looking at the campaign, it would be quite an undertaking for a small gaming group to get the parts you need to play through it.  It would be a great club project though.

The campaign itself seems like it would be best to play with more advanced wizard parties.  The opponents are particularly tough.  Of course, it could also be played through with multiple wizard bands, and the rules reference this option as well.  In addition, the new rules have a way to start with more experienced wizards.  Perhaps to play through this very campaign. 

Meh and Other Uncertainties
The new rules also include a new experience table, an auto-success/failure mechanic, new scroll rules, and new ways to balance scenarios.  These all seem perfectly adequate and the new Balancing Scenario rules is something that have been needed since Frostgrave came out.  I am glad to see them added but I am unsure how successful they will be. 

The new Treasures are perfectly adequate and have some fun stuff.  The Bestiary also has some fun stuff.  My favorite might be the animated desks and bureaus.  There are even magical items that let you have these furniture constructs join your warbands.  This supplement adds more to the long list of fun treasures and magical items, including scrolls for the Pentangle magic.  However, none of it was really “needed” or add any new dimensions to the game like some of the other supplements. 

Conclusion
Well, I was a bit disappointed with this supplement.  It adds an extra layer and challenging campaign for High-Level wizard war bands.  Plus, it adds “new” wizard types and magic.  However, overall it does not add enough new elements to make it indispensable.  If I was to order the Supplements based on need, I would go with:

  1. Into the Breeding Pits
  2. Frostgrave Folio
  3. Maze of Malcor
  4. Forgotten Pacts
  5. Thaw of the LicheLord


The content that raises this above Forgotten Pacts and Thaw ofthe Liche Lord is the new rules for Treasures, the Balancing Mechanic, and the new magic/wizard types.  If you have a group committed to creating the campaign and they have experience war bands the Maze of Malcor will be a useful and fun addition for them.  If not, it is less useful but does add more Scenarios.  Scenarios are critical for a long lasting Frostgrave campaign.

If those criteria are met then this is a good buy.  If it they are not met, I would get Into the Breeding Pits or the Frostgrave Folio first. 

Note: On a related note, Northstar has come out with some great models to go along with thisrelease.  I am particularly excited by the new wizards, the new constructs, and the female soldiers plastic boxed set.  Check them out.