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Author Topic: Let's talk about the similarities and differences between FG and GA  (Read 2648 times)

Offline Ozreth

  • Bookworm
  • Posts: 70
Hi all,

So, new to Frostgrave and loving it. I'm slightly interested in GA but the setting doesn't interest me as much as FG. In the thread about whether or not there should be a child board for GA a lot of people are mentioning the similarities and differences between the two and how much overlap there is (or isn't).

To be honest, I don't know a lot about GA yet. From where I'm sitting it looks like almost the exact same game with different flavor and a few rules changes. Am I wrong? It seems to be being marketed as a separate game, but under the Frostgrave title, which is a little awkward to me. Why not market it as an expansion? What can you expect as a regular FG player going over to GA? How compatible are the two?
« Last Edit: October 26, 2017, 06:24:01 PM by polymorphself »

Offline jp1885

  • Scatterbrained Genius
  • Posts: 2110
  • "An enquiring mind is sufficient qualification"
    • My Frostgrave blog
Re: Let's talk about the similarities and differences between FG and GA
« Reply #1 on: October 26, 2017, 07:20:13 PM »

Offline giles the zog

  • Scientist
  • Posts: 400
    • The Lost City of Carcosa
Re: Let's talk about the similarities and differences between FG and GA
« Reply #2 on: October 26, 2017, 07:42:27 PM »
Thanks to JP for the plus of my blog !

The core rules are the same.

I've done one solo game so I can't say my thoughts are 100% definitive (especially when someone pointed out you have 10 models in the war band not 8 ! DOH !).

The random monsters are more frequent (spawned on 12+ not 15+).

The spells of the Warden are easier to cast, but underpowered compared with FG.

The Heritor abilities are something only a dozen games will bottom out, but could prove very decisive.

I think the campaign rules are however very different.

Both in terms of the amount of treasure you gain from each scenario, how and when you can spend it, and the progression of both Heritors and Wardens.
Wandering stars, for whom is reserved, the blackness, the darkness forever.

https://thelostcityofcarcosa.com

Offline Kegluneq

  • Bookworm
  • Posts: 61
Re: Let's talk about the similarities and differences between FG and GA
« Reply #3 on: October 27, 2017, 05:55:52 AM »
I was pleasantly surprised to see the rule for unclaimed treasure.  If there is only one player with models left on the board, they keep what they are carrying and then roll for each unclaimed treasure, claiming it on a 15+.  I like that.  Simple and elegant.

Was that hidden somewhere in old Frostgrave?  Or did that come out of these parts?  Either way, it's a good solution, similar to turn limits but with more teeth.  If the opposing warband charges me and I do not think I can take them, it is worth my while to dash off-board and so deny the enemy the chance at more treasure. 

Offline critsmash

  • Bookworm
  • Posts: 87
Re: Let's talk about the similarities and differences between FG and GA
« Reply #4 on: October 27, 2017, 10:17:29 AM »
Had a readthrough of the rules yesterday. have yet to play but I must say it looks promising. The rules are tighter. In Frostgrave I would read a rule and sometimes have the question "but what if..." afterwards. In GA, not so much. It is apparent that the numerous "what ifs" that has occured in this forum has been taken into consideration! Some examples of what has caught my eye in the first readthrough: I love having to sail to the mainland for more recruits and selling treasure. It adds hardship and atmosphere to the campaign. The monarch (T-rex) is an absolute beast and I can already imagine the warbands trying to run and hide from that thing. Treasure placement is different, and better (5 tokens and one in the center)! Heritors are immune to crits, a good decision. The underdog rules are very welcoming and so are the rules for dead heritors and wardens. You basically do not have to start on level 1 if your heritor or warden dies. Randomized heritor ability table is cool and I kind of wish the same had been a possibility for the Warden. There is a number of spells that use markers of various sizes so thats good news for the crafters here. Can't wait to get a game in! I do have a couple of rules question already though, but will wait until I have played and perhaps until a spearate board is up for that on this forum.           

Offline Karasu

  • Schoolboy
  • Posts: 5
Re: Let's talk about the similarities and differences between FG and GA
« Reply #5 on: October 27, 2017, 11:49:09 AM »
If you will excuse me quoting myself from another thread:

It's interesting to compare the Ghost Archipelago Specialists to the Soldiers in Frostgrave (well, it is to me). :

Crewmen are basically Thugs for free, with a choice of weapons.
The Archer and the Crossbowman are exactly the same across the two
The Savage, Crackshot and Scout are renamed Barbarian, Marksman and Ranger, respectively.
The Infantryman gains 1 Will and 2 Health for the same cost, while the Man-at-arms keeps the same stats for a 30gc discount, making it cost the same as the Infantryman.
The Guide and Tomb Robber are like the Tracker and Treasure Hunter, but 5gc cheaper and with minor stat reduction.
Finally, the Freebooter and Mercenary are the Knight and Templar with +1 Will.


Does anyone think they'd want to back-port these changes into original Frostgrave?

Offline kuba

  • Bookworm
  • Posts: 72
Re: Let's talk about the similarities and differences between FG and GA
« Reply #6 on: November 05, 2017, 04:07:16 PM »
I've read the rulebook few days ago and then borrowed it to my brother, but if I remember correctly activation rules changed: in GA during soldiers phase all soldiers from one side are activated at once. Also, group activation is slightly different, but I don't recall the details.

If you will excuse me quoting myself from another thread:

It's interesting to compare the Ghost Archipelago Specialists to the Soldiers in Frostgrave (well, it is to me). :

Crewmen are basically Thugs for free, with a choice of weapons.
The Archer and the Crossbowman are exactly the same across the two
The Savage, Crackshot and Scout are renamed Barbarian, Marksman and Ranger, respectively.
The Infantryman gains 1 Will and 2 Health for the same cost, while the Man-at-arms keeps the same stats for a 30gc discount, making it cost the same as the Infantryman.
The Guide and Tomb Robber are like the Tracker and Treasure Hunter, but 5gc cheaper and with minor stat reduction.
Finally, the Freebooter and Mercenary are the Knight and Templar with +1 Will.


Does anyone think they'd want to back-port these changes into original Frostgrave?

As much as I think GA is Frostgrave 2.0 without cancelling previous books, I don't think the differences You mentioned would be implemented in FG. I've only read GA rulebook and maybe my opinon is wrong, but I think GA crew with heritor is weaker than Wizards warband, also value of the gold crowns differ, as standard crewman is always free and you get less gold crowns for treasures found in archipelago than in Feldstadt.
What concerns me more with specialists from both games is if hiring specialists from frostgrave supplements won't affect the balance too much -but most probably before I'll get bored enough with standard GA rules to mix them with FG supplements, some GA books will appear.

Can't wait to play the game, but first some painting must be done!

Offline Darkson71

  • Mad Scientist
  • Posts: 665
  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: Let's talk about the similarities and differences between FG and GA
« Reply #7 on: November 06, 2017, 11:54:07 AM »
but if I remember correctly activation rules changed: in GA during soldiers phase all soldiers from one side are activated at once.

That's the same as in Frostgrave.
Home of the ARBBL
"I survived the 525"

Offline kuba

  • Bookworm
  • Posts: 72
Re: Let's talk about the similarities and differences between FG and GA
« Reply #8 on: November 06, 2017, 12:11:58 PM »
Hmm, are you sure? Both of the books are held by my brother right now, but from what I remember it was one soldier from warband A, then one from warband B, then again A etc.-this way the captain's trick that allowed to simultaneously activate soldier with captain made sense.

Offline giles the zog

  • Scientist
  • Posts: 400
    • The Lost City of Carcosa
Re: Let's talk about the similarities and differences between FG and GA
« Reply #9 on: November 06, 2017, 12:48:05 PM »
No Darkson is right, all the soldiers get activated in that players' phase.
They cannot be group activated though unless you have a Captain with the right skill.

Offline Darkson71

  • Mad Scientist
  • Posts: 665
  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: Let's talk about the similarities and differences between FG and GA
« Reply #10 on: November 06, 2017, 01:20:16 PM »
P.1 of the FAQ, in red (https://drive.google.com/file/d/0Bwx8Os21jzeXU2xuY1VORXFhd2c/view):

"In the soldier phase, one player activates ALL of his remaining soldiers. Then the next player, and so on."

The Captain allows you to move another soldier at the same time, then both take their 2nd action (so both can get in to h-t-h to support each other).
« Last Edit: November 06, 2017, 01:24:31 PM by Darkson71 »

Offline critsmash

  • Bookworm
  • Posts: 87
Re: Let's talk about the similarities and differences between FG and GA
« Reply #11 on: November 06, 2017, 03:19:59 PM »
A difference in the heritor phase activation is that you have to move the soldiers within 3 inches before the heritor. Can’t recall that this was specified in FG.

Offline Ulli

  • Assistant
  • Posts: 27
Re: Let's talk about the similarities and differences between FG and GA
« Reply #12 on: November 06, 2017, 07:10:54 PM »
What about getting XP in GA and FG?

Offline Ozreth

  • Bookworm
  • Posts: 70
Re: Let's talk about the similarities and differences between FG and GA
« Reply #13 on: November 06, 2017, 08:11:32 PM »
A difference in the heritor phase activation is that you have to move the soldiers within 3 inches before the heritor. Can’t recall that this was specified in FG.


i don't believe this is the case in FG.

Offline critsmash

  • Bookworm
  • Posts: 87
Re: Let's talk about the similarities and differences between FG and GA
« Reply #14 on: November 07, 2017, 10:06:21 AM »
What about getting XP in GA and FG?

This is something I really appreciate in the GA rules. Although you can get alot of xp, it takes longer to upgrade abilities and spells. A warden cannot learn a new spell until lvl 5 for instance. 

 

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