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Other Miniatures Miniatures games besides Heroscape. |
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#697
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Re: Frostgrave, Halo Ground Command and other tabletop minis
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Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#698
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Re: Frostgrave, Halo Ground Command and other tabletop minis
@japes , it can fit. You just have to make the enemies/monsters have a target. They move, try to attack the target. If they cant, attack something they can, if they cant, move again towards the target. They already have a solo/coop campaign in the dark alchemy/frostgrave folio book. I'm in the process of putting together a coop campaign for it. I'm also adding two additional wizard classes with spells to the roster. Jedi/Sith. Along with stats for troopers with blasters and such. Much the same as the ranged bow/crossbowman. It will all fit together nicely. I'll post it here when I'm done. I'm already designing a bunch of custom monsters for my campaign. Many will use heroscape models.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#699
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Re: Frostgrave, Halo Ground Command and other tabletop minis
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There are 3 types of combat dice in the game, red, white and blue. The red dice are the weakest and the blue dice are the strongest. A single walker only rolls a single red die in melee, though it still has a chance to bite you. If you are in melee with 2 walkers, the 2nd walker will contribute 2 more red dice, for a total of 3 against you. If going against 3 walkers, the 3rd will contribute 3 more dice for a total of 6. So just plain walkers can scale pretty nasty when you go against more than 1. So if you bring in different types of walkers, then you may have to keep that in mind if there are some more powerful walkers. Additionally, the Event cards will have you be able to move walkers. When playing 1v1 or team v team, then you will move a walker to mess up your opponent. But when playing solo or co-op, you should move a walker toward one of your own survivors. It's up to your discretion and if you want to choose a far away one or closer one, depending on how difficult and/or thematic you want the game to be. So that's another consideration with custom zombies. Aside from the walkers, the threat dial is your enemy as well. It starts on 1 and if it ever hits 18, the game is immediately over and in solo or co-op, you lose, but I believe in 1v1, the player with the most objective tokens would be considered the winner, so a player may want the threat to go up if they are in a good position with objectives. The threat will go up during the melee phase if there is any melee. It will go up +1 no matter how many melees there are, as long as there is at least 1. For solo and co-op, the threat should go up +1 at the end of each round. Events during the Event phase will have some cards raise the threat. If you cause Mayhem by shooting a gun or using some other type of item that creates Mayhem, it immediately adds +1 to the threat dial. There is the Hold Nerve action that is available as one of your two actions per character, and that is a 50/50 die roll to see if you succeed in reducing the threat by 1. A Tactician character automatically succeeds when using the Hold Nerve action. Tying in with the threat, is the fact that characters will have a variety level of Nerve, low, medium and high. The threat dial is broken down into All Quiet, Low, Medium and High sectors. If the threat is at a level higher than the Nerve level of the character at the start of its turn, you have to roll the Panic die to see how they can act. They may run the opposite direction as the nearest walker, or make noise, which will attract a walker to move 6 inches toward them, or they may be limited to actions that don't make noise, or only to 1 action. So that's another thing to consider with adding different types of zombies, as it's not just a blast fest as with some other games, because when you create Mayhem when shooting in this game, it will attract all walkers toward you that are in a 10 inch radius, as well as increase the threat. So that's something else to consider. As far as Frostgrave goes, there is a solo/co-op campaign in the Frostgrave Folio book. I haven't played it yet though. With a quick glance, it seems like you and your co-op partner have warbands that are at a truce for that campaign, so they can't attack each other. You will only be able to bring in your Wizard and a couple of your warband members per scenario. If a soldier is reduced to 0 health, the can't return to the campaign, even if they get a postgame roll that keeps them alive and able to participate. But the wizard would be different. While co-op could work in Frostgrave, it's not a natural part of the game even though there are mechanics to control random creatures that pop up. But, you can certainly create scenarios to make it work too, since there is a creature AI, though not to the degree or sophistication as in TWD. And even in TWD, I have been creating my scenarios, as that is what a lot of people do. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#700
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Re: Frostgrave, Halo Ground Command and other tabletop minis
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Getting the Frostgrave rulebook and the Frostgrave Folio supplement wouldn't be too expensive to try it out, as long as a person already has minis to use and terrain to play on. That's the nice thing about Frostgrave, is that you can use minis you already have. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#701
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Re: Frostgrave, Halo Ground Command and other tabletop minis
I was on miniature market browsing more stuff I shouldn't buy......and seen that there is a zombie in riot gear that will have a new reference card.
@Hahma
, do you know anything about that? Cause it looks as if they are bringing in a harder to kill zombie type. I'm really curious. The safety behind bars expansion would be enough mantic points for me to get abraham and the new walker rules. This is great except that I haven't even got in a play through of it yet and shouldn't buy any more stuff really because I don't get to play often anyways. Here is what I'm doing with my custom frostgrave wizard types.
Jedi/Sith/Force User Jedi/Sith will use their spells/abilities at +0 Will use the Neutral Force spells/Abilities at +2 Can use each others Force spells/Abilities at +4 can use the other wizard abilities at +6 other wizards can use their force abilities at +6 I've got a list of jedi/sith abilities together and am going to make cards for them. The wizard stat line will go hand in hand with the generic one. Along with their apprentices/padawans. Their abilities should make them more offensive in hand to hand combat along with things like force pushing, force choking, force lightning, etc. Should be fun. They shouldn't be more powerful than an elementalist. I'll also put in a little insert for a couple of additional units. Trooper-Archer Heavy Trooper-Crossbowman Scout Trooper-Archer without shoot/fight bonus for less money Bounty Hunter-something like a treasure hunter maybe add some treasure in there like a jetpack. not sure on that one yet. Should be fun. Me and one of my brothers plan on making a handful of custom jedi/sith figures with some translucent colored dowel rods as lightsabers I have on hand. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#702
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Ive already put in some sources for scenario creation into my thoughts, I'll share with you guys before I finish it up: @japes , @Hahma , here are what I've got so far. Simple enough mechanics.
Objectives Types -Rescue NPC -Pickup Treasure -Reach Area or Place -Defeat Enemy (Specific) -Defeat Enemy (amount) -Destroy Objective -Protect Objective -Escort Objective -Protect NPC or Item -Pickup or Place item ENEMY SPAWNS/TYPES -Start in Location on Board -Spawn from location -Random Board Edge Spawn -Spawn on objective met -Triggered Spawn Enemy movements/Reactions -Guard- Items, attacks enemies that interact or come in radius of item -Rally-Enemies move to a rally point-location or character.(Highest Level Wizard, or NPC, etc.) -Random-Regular Frostgrave spawn/movement for random encounter -Patrol-Enemies following a set route attacking enemies on sight. I'm super excited about these. Tell me what you guys think. With this simple set of outlines pretty much any scenario is possible to create. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo Last edited by TREX; January 28th, 2018 at 02:16 AM. |
#703
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Re: Frostgrave, Halo Ground Command and other tabletop minis
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Seems like your Frostgrave will have all kinds of stuff going on. Now you just need to play it more with all those brothers you have laying around Quote:
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#704
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Should be pretty fun. Me and at least 1 of my brothers plan on starting new warbands and starting a coop campaign. The first scenario will be called Dungeon Defender:The Eternia Crystals. This will be loosely based off the game Dungeon Defenders that we had loved to play on the PS3.
The Crystals seem to have magical properties and the wizards would benefit greatly from studying them. But someone else has the same idea in the matter, another evil wizard has sent his minions to harvest the crystals for his own research. Dungeon Defenders: The Eternia Crystals Setup -will have a Cluster of crystals in the center of the map on a 3x3 playing surface. There will be 4 treasures placed between the center of the map and the corners of the map. There will be 4 enemy spawn points, one in the center of each board edge. The rest of the board will be set up as a normal game of frostgrave would be. 12 skeletons/armoured skeletons, or my custom skeleton archers will start on the board. 3 next to each monster spawn point. Players warbands will start on a random corner. More than one warband may start on the same corner if it comes up that way. Warbands are considered allied for this scenario. Special Rules Monsters move towards the crystal and must try to attack the crystal if possible. Monsters move towards the crystal, If ranged and can attack it they must, if not they must attack the nearest enemy. If they cannot attack anything they move towards the crystal for their second action. After the Crystal is destroyed monsters move to attack the closest enemy figure. If there is no enemy in line of sight they move towards the closest enemy model. The game ends when the crystals are destroyed, and no player characters are on the board. If there is treasure on the board when all player characters are off the board then the treasure is lost. At the end of each round spawn a monster off the random monster sheet once at each monster spawn point per player. Example: 1 player equals 1 monster roll per spawn point. 2 players= 2 monster rolls per spawn. Etc. Treasure and XP 50xp for every treasure carried off the board. 1 Treasure table roll for each treasure. 10gc for each monster killed by a wizard or his warband. 25xp for a wizard studying the Eternia Crystals in base contact with a crystal at the end of each round. One Grimoire roll awarded to each wizard able to study the crystals for at least 5 rounds. Wizards reduced to 0 health during this scenario recieve no XP. What do you think. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#705
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Sounds fun.
Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#706
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Oh yeah, I just remembered. In the Days Gone By expansion, they introduce rules for walkers that are on fire. They get an extra red die in melee combat. During the end phase, after rolling to see if any prone walkers get back up, you roll to see what happens to any walkers on fire. Roll the 50/50 die and see if they stay on fire, or if they go prone and the fire marker is removed.
They introduce new rules in expansions based on the narrative scenarios and setting. In Days Gone By, it takes place when the survivors just getting together and one of the scenarios takes place when they are camping in the wooded area and are overrun by walkers. There is a campfire cardboard piece that walkers might walk through to catch on fire, as well as there are a couple burning brands (kind of like torches or pieces of wood lit on fire by the campfire) that survivors can use against a walker. Additionally, there is a molotov cocktail piece of equipment that a survivor can through as a area of effect weapon and can set walkers on fire that way. Why set them on fire if they can do more melee damage? Because there is a 50/50 chance they will end the round prone and you can avoid them for the entire next round (though they will have a chance to stand back up at the end of the round), or you can engage them in melee, where it's a lot easier to kill them for good when prone. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#707
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Very cool. So technically there are 3 types of walkers so far. I have all those expansions except the new one in the prison. I was wanting to put together a game day today but it didnt happen.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#708
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Re: Frostgrave, Halo Ground Command and other tabletop minis
Spell cards for the other fg books will be the next suppliment I post. After that will be the tables that spawn monsters and treasure and such.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
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