Sunday 3 May 2015

Building a Frostgrave Warband

In the last week or so, I've gotten several emails from people who want to start work on their Frostgrave warband before the game is actually released. Well, that is certainly gratifying, and I only hope that the rules live up to their expectations.

While I hope everyone understands that there is only so much I can say about the game before it is published, I do want to help people as much as possible. So, here are some rough guidelines for building a Frostgrave warband.

Wizard: Every warband is led by a wizard. He is the most important, dangerous, and valuable member of the warband. He is basically the player on the tabletop. The wizard has 500gc to spend on assembling the rest of his team.

Apprentice: A starting apprentice costs 200gc. While a wizard doesn't have to have an apprentice, I can't imagine anyone not taking one. It is the only way to get a second spellcaster in the warband, and also allows for more tactical flexibility during the game.

Soldiers: This is a catch-all term for the living, non-magical mercenaries that can be hired by a wizard. I haven't given their stats (which wouldn't mean much without the rules anyway), but I have listed the different options, the cost, and the equipment of each one. A wizard can have up to 8 of these in his warband, and I would suggest that any beginning wizard will want at least 6 (I'd go with the full 8, personally). While the cost gives an idea of the relative value of different soldier types, it is worth noting that price goes up exponentially with quality. A Knight is definitely not worth 5 Thugs. I would not suggest that any starting warband have more than one soldier worth 100gc. You can always upgrade later.

A wizard can hire as many of any type of soldier (up to the maximum 8) that he wants and can afford.


Cost
Notes
War Hound
10gc
Animal, Cannot carry treasure or items
Thug
20gc
Hand Weapon
Thief
20gc
Dagger
Archer
50gc
Bow, Dagger, Leather Armour
Crossbowman
50gc
Crossbow, Dagger, Leather Armour
Infantryman
   50gc
Two-Handed Weapon, Leather Armour
Tracker
80gc
Staff, Bow, Leather Armour
Man-at-Arms
80gc
Hand Weapon, Shield, Leather Armour
Treasure Hunter
80gc
Hand Weapon, Dagger, Leather Armour
Knight
100gc
Hand Weapon, Shield, Mail Armour
Templar
100gc
Two-Handed Weapon, Mail Armour
Ranger
100gc
Bow, Hand Weapon, Leather Armour
Barbarian
100gc
Two Handed Weapon
Apothecary
100gc
Staff, starts each game carrying a healing potion
Marksman
100gc
Crossbow, Hand Weapon, Mail Armour

Creatures: Additionally, some wizards will be able to use spells to get a creature or two to join the warband. Some of these will take the place of a soldier, some will be in addition to the normal warband limit. The most common of these are zombies, demons, animated constructs, and animals (wolfs, bears, leopards).

In other news, the rumours going around say that the Frostgrave Nickstarter will be starting up this week sometime! I will, of course, let everyone know!

27 comments:

  1. Nice character figure; I've been seeing a lot of Frostgrave posts lately.

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  2. Awesome! Really looking forward to this!

    Does the maximum of 8 Soldiers include the Apprentice?

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  3. I am looking forward to seeing how this pans out.

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  4. Sorry, warbands generally have a maximum of 10 - 1 Wizard, 1 Apprentice, 8 Soldiers. Though there are some ways to increase that number.

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  5. Hmm, the soldiers: Drizzt the Tracker 80Gc, Catti the Archer 50Gc, Wulfgar the Infantryman 50Gc, Regis the Thief 20Gc, Guenhwyvar the Hound 10Gc, Bruenor the Man At Arms 80Gc,
    Only 6 guys...

    Thanks for this...

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  6. That apothecary looks expensive. 100 big ones for a dude with a healing potion? That better be one mean stick! Or can he do some magic too?

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  7. Interesting. Can I equip the soldiers at will (within certain restrictions) or is the gear fixed?

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  8. All of the soldiers may be given one magic item, but otherwise their gear is fixed. The apothecary is expensive, but he can potentially save money down the road...

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  9. So the idea is that warbands start with mostly lowly thugs at the beginning but replace them with better warriors as the warbands gains experience and gold?

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  10. Basically. Although some people prefer to keep the same names for the henchman and think of it as upgrading them with better equipment and training. Either way.

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    Replies
    1. Do soldiers gain experience or is it reflected in getting better soldiers with money gained? Aand what about death during a campaign?

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  11. Soldiers do not gain experience. Some people 'upgrade' their soldiers by buying better soldiers, but keeping the name, thus implying that they are veterans and have better equipment. That said, you can equip soldiers with magic items.

    Soldiers die somewhat frequently. Wizards and apprentices die less frequently, but it is a possibility. If the wizard dies, after gaining a certain amount of experience, the apprentice can step up, become a wizard and lead the warband. If the apprentice dies, the wizard can hire a new one, but it is more expensive if the wizard is of higher level (as the apprentice will also be more skilled)

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  12. Can I ask about dice needed please? Northstar are showing D20 in the associated products list - what will the game need?

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  13. Each player will need 1 twenty-sided die. That's it.

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  14. I have to say that I've been bitten pretty hard by the Frostgrave bug! I love reading your posts and trying to glean any bit of info I can while I wait for my rulebook to arrive. I couldn't wait any longer so I've started putting together (kitbashing) my first warband using the rules above. I do have a nagging feeling though so I figured I'd ask you. I know you can't divulge too much but I was wondering: Are there any restrictions on what hirelings can a wizard hire? For example can a necromancer hire a knight or paladin? Can a thaumaturge hire a thief? I'm not asking for a list of allowed hirelings per wizard. I know that would be giving away too much; but maybe confirming either way that we can or can't hire anyone we'd like would be great. Thanks!

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  15. Sting Wing, I'm glad to hear you are excited about the game. I hope it lives up to explanations. Anyway, there are no restrictions to the soldiers that any wizard can hire. Terms like 'knight' and 'thief' are just labels. You can imagine them as 'black knights' or heroic rogues, it makes no difference.

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  16. As the head Wizard is the critical leader of each faction, I'm wondering what the rules will include or allow for his followers to protect him. Will followers have zones of control or any way of "shielding" the Wizard from attacking foes - making it more difficult to charge into melee contact, say - or will he simply have to rely on staying out of movement range and using protective spells?
    I, also, have been strangely bitten by the setting and ideas in FG.
    Thanks

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  17. Basically, any of your figures can 'intercept' an enemy figure that moves within 1" of it. So, it is possible to leave a couple of bodyguards around your wizard. That said, I've lost a lot of wizard by being overconfident in his bodyguards!

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    Replies
    1. You know, you feed and pay those bodyguards - and the one time you really need them, they let you down. Sounds like a dramatic mechanic.
      And thanks for the clarification.

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  18. Hi - we were wondering if constructs created between games count as your One Controlled Construct, or if Enchanters can just fill a warband with varying sizes of golems?

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  19. You can load the warband up with constructs if you want to.

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  20. This looks great! Just ordered the book but could not wait to get started on a warband.

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  21. Hi is there a points algorithm available to create alternative solider types? I like to use unusual groups at times in solo play i.e. considering a band of Gladiators, high on fight but low on armour so not easily aligned to an existing type imo.

    Thanks

    Stuart

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  22. No, there is no specific algorithm. The barbarian is a pretty good high fight, low armour option. In truth, if you are playing solo, I wouldn't worry about it too much. I would just stay within the limits presented (probably no soldier should have a Fight higher than +4 or armour higher than 13).

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