Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Coenus Scaldingus on 14 October 2015, 05:38:15 PM
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As we all know, selecting that starting warband can be tricky, with so many options and so little gold available (especially once you take on an apprentice). Lots of choices to be made, and although some are between very different options, others are much more similar. So what do you tend to take, when choosing between...
-A staff or a hand weapon on your spellcasters? Both can later be replaced by potent magical versions, the latter of course more combat oriented - even from the start, where it can be combined with a dagger. Do both wizard and apprentice get the same, if so which one, and why?
-Archers or crossbowmen? Mobility or increased damage? If taking several, would you have all of the same type, or spread your chances a bit?
-Templars or knights? Slower, highly armoured warriors - but do you prefer the extra damage or highest defence available? Or get rid of that luxury and simply opt for a barbarian instead?
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Don't discount the Treasure Hunter. Mov7" and Fight +4 for 20c cheaper than his buddies.
When starting your warband it's worth bearing in mind that with 3 exceptions there are 'low' and 'high' versions of each soldier
Thief -> Thug -> Treasure Hunter
Archer -> Tracker -> Ranger
Crossbowman -> Marksman
Man-At-Arms -> Knight
Infantryman -> Templar
Apothecary, Barbarian and Warhound are the only ones without Analogues. With a matrix like this though you can easily model once and just 'promote' the approrpriately equipped miniature as you gain the gold. The Soldiers box lets you do so really well.
As for weapons for the Wizard, I almost always take the Hand Weapon, but I favour aggressive characters and always improve Fight each game until it maxes at 5 (as it's both defensive and offensive in use). I've had Hrothgar almost slay a knight in one go, if it weren't for his damned staff!
My usual starting band is.
Wizard (Hand Weapon)
Apprentice (Hand Weapon)
Treasure Hunter
Thief
Thug
Thug
Infantryman
Archer
Crossbowman
Hound
Maxes on soldiers and you have a robust band that can fight, move and shoot. :)
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With regards missile troops I have two archers and two crossbowmen and use three of them in my game in either combination
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Poor Tracker, always being left out.
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I completely forgot he existed! lol