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Author Topic: Koyote in Frostheim -SORRY- ALL PHOTOS PRIOR TO P.14 ARE INACCESSIBLE  (Read 55245 times)

Offline Koyote

  • Mastermind
  • Posts: 1067
  • Disturber of the Peace
Re: Koyote in Frostheim
« Reply #45 on: November 22, 2015, 08:40:44 PM »
Thug and Warhound





Offline Philhelm

  • Scientist
  • Posts: 484
Re: Koyote in Frostheim
« Reply #46 on: November 24, 2015, 01:56:15 AM »
I really like the thug and the warhound.  Nice pair.

Offline tyrionhalfman

  • Mad Scientist
  • Posts: 994
Re: Koyote in Frostheim
« Reply #47 on: November 24, 2015, 07:31:45 AM »
Nice thug. Is he a kitbash? Thanks for sharing

Offline wrinklestiltskin

  • Bookworm
  • Posts: 95
  • sexy beast
Re: Koyote in Frostheim
« Reply #48 on: November 24, 2015, 07:46:53 AM »
Those guys look ace!
The Brettonnia set is a gem for Frostgrave.

Offline Koyote

  • Mastermind
  • Posts: 1067
  • Disturber of the Peace
Re: Koyote in Frostheim
« Reply #49 on: November 24, 2015, 05:37:34 PM »
Nice thug. Is he a kitbash? Thanks for sharing.
Thanks.

The body and head come from the GW Bretonnian Men-at-arms kit and the arms come from the GE Empire Militia kit.



We played a couple of games using my house rules and so far I am pleased with how they worked. The two areas of improvement that I've identified are xp awards and Random Encounters.

The modest special xp awards in the official Frostgrave scenarios suggest to me that my xp scheme is a bit too generous. After two games my Summoner is level 7.  This results in only 6 stat/spell boosts, but still I think that he has leveled up a bit too fast. Thus, I believe that some minor reductions to the xp awards are in order. Below are the new xp awards for spells and 'taking out' enemy models. The 'Exploits' xp awards remain unchanged.

Casting
The Wizard or Apprentice casts a spell from his or her own school: 10 xp
The Wizard or Apprentice casts a spell from an aligned school: 15 xp
The Wizard or Apprentice casts a spell from a neutral school: 20 xp
The Wizard or Apprentice casts a spell from an opposed school: 25 xp

‘Taking Out’ Enemy Models
Enemy Soldier: 15 xp
Enemy Apprentice: 30 xp
Enemy Wizard: 100 xp

‘Taking Out’ Creatures
Starting Health 01-05: 5 xp
Starting Health 06-10: 10 xp
Starting Health 11-15: 15 xp
Starting Health 16-20: 50 xp
Starting Health 21+: 100 xp
+10 xp if the creature type is immune to non-magical weapons
+10 xp if the creature was controlled by an enemy warband when it was taken out3


...

I love the mayhem caused by random encounters, but if I am going to tie the level of the encounter to the level of the Wizard whose warband triggered the encounter, I ought to improve the chances that said Wizard's warband will have to deal with encounter. Thus, I've changed to the rules that determine where the creature arrives from completely random to a little less random plus some fun surprises.

Not So Random Encounters: (optional)
If the players mutually agree to use the Random Encounter rules, then the level of each encounter is not determined randomly.  Instead, the level of the encounter is determined by the level of the Wizard whose warband triggered the encounter.  If a warband’s Wizard does not participate in the scenario due to an injury from Survival Table, then that warband’s level of encounter is it’s Wizard’s level divided by two (rounding up).

Level 1-5 Wizards: Level 1 Encounter
Level 5-15 Wizards: Level 2 Encounter
Level 16+ Wizards: Level 3 Encounter

Use the standard rules for the placement of creatures, but instead of determining the table edge randomly, use the following chart.

1 – The warband that triggered the encounter must place the creature in contact with the Treasure Token that triggered the encounter.  
2-10 –The triggering warband's starting table edge
11-13 – The table edge to the right of the triggering warband's starting table edge
14-16 – The table edge opposite of the triggering warband's starting table edge
17-19 – The table edge to the left of the triggering warband's starting table edge
20 – The table edge is chosen by the warband that triggered the encounter

Please note that when the Random Encounter creature is placed on the table any model (excluding uncontrolled creatures) that is within 1” of the placed creature is now 'in combat' with the newly placed creature.
« Last Edit: November 24, 2015, 05:39:37 PM by Koyote »

Offline Koyote

  • Mastermind
  • Posts: 1067
  • Disturber of the Peace
Re: Koyote in Frostheim
« Reply #50 on: November 30, 2015, 05:00:59 AM »
I had hoped to paint a couple of models over the four day holiday weekend, but due to family obligations and some primering and modeling mishaps, I didn't get much done. Aside stripping the models that I screwed up and preparing them for paint once again (which included some GS work), all that I managed to accomplish was putting together some Avatars of War Dwarf Berserkers. The Berzerks are going to serve as counts-as Barbarians.

The AoW kit includes only one style of two-handed axe and neither the kit's 2H axe or 2H pose is that great, so I got to work converting.

The first two fellas are for my friend's warband.  I think I'm going to redo the GS axe grip on the model on the left.  I know that I can do better.




These two fellas are for my warband.



« Last Edit: November 30, 2015, 05:52:03 AM by Koyote »

Offline Koyote

  • Mastermind
  • Posts: 1067
  • Disturber of the Peace
Re: Koyote in Frostheim
« Reply #51 on: December 11, 2015, 07:39:47 AM »
Squire (Treasure Hunter) and Knight













Can anyone guess their names? :)

« Last Edit: December 11, 2015, 02:26:43 PM by Koyote »

Offline Doug ex-em4

  • Supporting Adventurer
  • Scatterbrained Genius
  • *
  • Posts: 2506
Re: Koyote in Frostheim
« Reply #52 on: December 11, 2015, 10:27:22 AM »
Wow - great work. I particularly love those faces but lovely quality paint jobs all round. Another day started with unseemly envy.... :D

Doug

Offline Daniel36

  • Mad Scientist
  • Posts: 645
Re: Koyote in Frostheim
« Reply #53 on: December 11, 2015, 10:31:18 AM »
Gorgeous paint jobs! I am jealous that you have that Mordheim model (the one with the fish shield). One of several Mordheim models I do not have yet.

Offline wolfen

  • Scientist
  • Posts: 290
Re: Koyote in Frostheim
« Reply #54 on: December 11, 2015, 04:23:37 PM »

Can anyone guess their names? :)


Don Quixote and Sancho?

Offline Koyote

  • Mastermind
  • Posts: 1067
  • Disturber of the Peace
Re: Koyote in Frostheim
« Reply #55 on: December 11, 2015, 05:11:22 PM »
Don Quixote and Sancho?
Si.

Years ago I converted these models to serve as part of an Estalia (the Warhammer's equivalent of Spain) themed Mordheim warband. I even built a special piece of terrain to match the warband's theme.

I started with a windmill wooden puzzle and then got to work 'Mordheiming it'.

The campaign ended before I got around to painting the warband or the ruined windmill.


Before:




After:










« Last Edit: December 12, 2015, 07:34:59 AM by Koyote »

Offline Denizen Kane

  • Librarian
  • Posts: 196
  • French Army? What,s that?
Re: Koyote in Frostheim
« Reply #56 on: December 12, 2015, 02:49:01 AM »
Wonderful Windmill!
The world is changing so fast and we,re just trying to catch up...

Offline November

  • Scientist
  • Posts: 204
    • November in Frostheim
Re: Koyote in Frostheim
« Reply #57 on: December 15, 2015, 03:57:45 PM »
Windmill is awesome! I admire the clear and tidy paint job on the minis, too. Bravo!

Offline mdauben

  • Scientist
  • Posts: 225
Re: Koyote in Frostheim
« Reply #58 on: December 15, 2015, 04:48:23 PM »
Beautiful work.  Love the "Squire and Knight"! Great figures and great paint job.

I look forward to seeing more of your completed work.   ;)
Mike

Offline Modhail

  • Mastermind
  • Posts: 1287
    • http://modhails-meanderings.blogspot.com/
Re: Koyote in Frostheim
« Reply #59 on: December 15, 2015, 07:24:49 PM »
Lovely paintjobs on those minis.  :-*
Great windmill as well.

 

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