Thursday 28 December 2023

Frustrating Frostgrave


I've played about 4 games of Frostgrave after high anticipation for over 6 months. I have mixed feelings. The spells are very good with a range of ways to effect any game. 

(Above shows the 3rd scenario 'The Crypt' - could be tomb or mausoleum? In this game I tried to just grab the treasures closest to me and leave quickly. This conservative battle plan was formed in the utterly shithouse rolls/results in every previous game.)


Here the Snake cult has moved quickly to secure the loot. In this way, the game is working as every other game of Frostgrave - ie: running up to grab nearby treasure and running away. 


My snake cult is led by a witch who tries to utilise magic that controls or blocks LOS or movement rather than using direct attack. Above a wall of fog temporarily blocks the dwarvern apprentices view to cast spells. 


Unfortunately, there are no more images. The game followed a now familiar pattern ... the dwarfs punched the crap out of everything while I took massive damage from whatever. EG: The Dwarfs killed 6 or 7 skeletons - which generated at the doors of the crypt. It took me 2 turns with my crusader AND treasure hunter to drop a single skeleton. This continued in the final turn as the Dwarf leader just cast Fools Gold to rob me of a chest to make sure I had 2 while he secured 3/4. 

I must say I find the Fool's Gold spell very frustrating and it just prolongs a game you thought was over some time ago. It might be funny once or twice buy every damn scenario? Nah! Slowly dragging treasure away gets a bit dull over time ... and this is half the game! 

My dice have been very shit ... or is it my lack of hmmm ... dunno??? I'm reaching the treasure first and limiting my opponents moves and view but this is having no effect. Speaking of no effect are the 3 Frostgrave scenario's I've seen. Both sides just do the same thing regardless of scenario - you just grab the treasure near you then bugger off trying to mitigate losses. After 4 games, my cultists have gathered almost no useful treasure, while the dwarfs are jetting along. I've found two grims with spells completely opposed to my witch and utterly useless ... and I can't sell or profit from them in any way! 

Comes down to a D20 game. That results in damn swing-y-ness constantly. And that can be fun ... to a point ... then it just gets frustrating especially with a low game turn-over. A smaller game time would lead to more games resulting in (probably) some swings both ways. As it is, one game per night (which can go shit based solely on rolls) leaves a disappointing feeling behind. 

Its a good game but I'd like there to be something else ... like Mordheim. Ahhh, the sweet Mord ... will there be another fantasy skirmish to match you??? After Warcry and Frostgrave. I'm beginning to have my doubts. 

Also, we're finding Frostgrave a bit slow with the ability to only play one game per evening. This is a bit crappy in my book for a skirmish game. 

Otherwise, my figures look great as does the terrain. 

 

Tuesday 19 December 2023

Achaemenid Persians 15mm


My project for the last six months (a WILD guess on time) is nearing completion. As usual with any project, I set up and take photo's as I can't wait the final few days for the last couple of bases. 

My love of the ancient world surges forth from time to time while usually just bubbling along beneath. I teach Persepolis at work, have read Herodotus over many years and recently gobbled up Lloyd Llwellyn-Jones book on the Great Kings. All this made me enthusiastic to paint Achaemenid Persians. In wargaming terms, these are an interesting choice as they're a bow army in a period with few all shooting forces. I also had many bases in my Diadochoi armies that would slot in - saving some painting. A friend of mine, Ian, is has committed to painting hoplites too adding a historical opponent. 


Above is one cavalry wing. I have 8 bases of heavy cavalry and 4 of medium cavalry. If I put all on, I can make up a decent Late Achaemenid list too. I painted various coloured Persian 'bonnets' to mark some as elite, ordinary and mediocre if needed. 


Next are my immortals. I think I will change the basing to get 8 per 40x40 mm base. This will reduce to only 3 units but they are expensive in terms of ADLG points and, as elites, shouldn't be too numerous - despite Herodotus' idea of 10, 000. 


Next the colourful Sparabara. These have spear in front rank and bow in the second. I decided to paint in different colours to mark units from among the 23 (or more) subject peoples of the empire - as listed on the Behinstun Monument. Reliefs carvings about Persepolis also emphasise the cultural differences which could be represented by bright colour changes. Not a true uniform but I tried to use a simple colour scheme with some variation to represent different groups within an army.  


Next the Bactrian elite LC. These are xyston while most of the army is Forged in Battle. This creates some size differences but this is unavoidable due to not needing the larger number of miniatures that come in the Forged in Battle boxes for all units. One xyston pack here was enough. 


A already had scythed chariots for my Mithridatic army so ... 

Behind the chariots are some assorted units ... two of mercenary Greek peltasts and two of assorted Persian bowmen. Just some cheap units to flesh out the line. I intend to pick lots of miniatures - especially in my Later Achaemenid force - and just see what happens. (I'll lose, I imagine.)


The other cavalry wing. More of the same but I failed to mention my 4 bases of javelin LC. These represent arachosians or paphlagonians or something similar. Plenty of such troops for the Persian king or satraps to draw from. 


Behind the front sparabara line - all used in an Early Achaemenid force - stand my heavy options. I recently painted the Apple-Bearers on the end of the line but the 4 units of hoplites come from my Macedonian army. May need 4 more one day if I ever put both forces on the table. 


And lo! The Great King, the King of Kings, the King of Anshan, the ... I had great fun painting this miniature chariot. Lots of bright colours. I was well into the painting before I remembered the Alexander mosaic from the House of the Faun in Pompeii. Could have used that colour scheme. Oh well, I imagine if little Tutankhamun can have 4 or more chariots the Great King can have as many different ones as he pleases. 

In the background - no, not the house - are one of two lines of light foot - 4 bowmen and 4 javelinmen. These give further options for skulduggery from the scrub or screening the scythed chariots. 

Oh, I forgot to put an elephant in the photo's too - I've got two that will do - but only need one. 


The view I'll get most games. Funny, you rarely see the front of your army ... and this is frequently the best modelling, painted and decal-ridden part. The above looks suitably colourful but will never be on the field together as those troops were not found in the same period armies. 


One eastern satrap urging on the cavalry. 


Back to those heavy cavalry. I really hope their numbers and mobility will win many fights on the wings. 


Hand painted Apple-Bearer shields. I found I could do an eagle - despite not being particularly prominent in Persian art. The more common lions or fantastic creatures were beyond my ability with the brush. Although, Ahrua-Mazada does have splendid eagle wings while hovering above the king. 


Ah, King of Kings ... no more running away like Issus please. 


Again, my hand painted shields - this time on my Immortals. I did like this design - taken from a border in a Persian palace. 


This Immortal shield design was inspired by the 'evil eye' charms so prevalent in the Middle-East. 


I purchased some turquoise paint (or emerald I think is on the bottle) just because it looked nice. I finally found a use for it. To my mind this suits Persia as their massive empire had access to many different colours from the purples of Tyre to the blue stones in Afghanistan. Again, I have no direct archaeological reference but its within plausibility (and it looks good.) 

And there we go ... only 2 bases of kardakes (or Later Achaemenid medium swordsmen infantry) and my single base of satrapal cavalry elite guards - to be complete. These are being painted now. 

Combined, this gives me a hugely varied army that should be fun to play. Will they be effective? Well, the Madaxeman just got quite a few wins with the Early Achaemenid ... but he can actually play ADLG. Not sure I'll do the same - but my army will look GREAT even when I lose! 

 

Wednesday 13 December 2023

In Her Majesty's Name - Monkey Island

It was more than rumour. Mick the One Armed, One Eyed, sexually predatorial pirate was in Port Royale. More than that he had coin, so much he had contracted a depraved crew and even paid for the ministrations of the lowly strumpets and pox-ridden rent boys that were his penchant. 
Something was deeply amiss ... 

(In IHMN terms, this game consisted of 3 warbands. 
Each had a Captain (+3 FV, +2 SV Sword, Pistol or Assegai - 3+ Pluck), 
a 1st Mate (+2 FV and SV, Sword, Pistol or Assegai. 4+ Pluck) and 
9 crew (+1 FV and SV with Sword/Spear and Musket/Pistol, 5+ Pluck.) 
Only the Captain and 1st mate could swim.)


It took little time to uncover that his continual odyssey to plunge to the deepest abyss of human degradation had borne unexpected fruit. Mick had uncovered a syrupy substance more precious than ambergris. The more mentally aberrant members of his crew readily divulged Mick's secrets and his dark perversions ... but - to the misfortune of a good many - these were already well known. 

Mick set sail to an island normally shunned by all sane men - Monkey Island! This was home to simians of prodigious size whose lusts surpassed even the rapacious hunger of Mick. Somehow, he had divined methods to extract their male viscous bounty which was highly prized by alchemists. 


Mick was pursued by Abudullah. the Slaving Bastard. and also King B'Donga. the Cannibal Chief of the M'Bopo River. Each had their own ways to extract the luxuriant liquid - using pheromone grenades and whistles to mimic she-apes in the dire throws of heat. Further, a corpulent idol depicting a voluptuous feminine form was the subject of the Great Apes repeated advances. King B'Dongo hoped debased, lascivious dancing before this idol would produce the required effects. 


The slaving bastards heaved to on their oars, plying the shark infested waters. One boat headed for the isle of the Great Ape (Kong) while the other headed for the island of lesser beasts. However, dark legends told that this bejungled rock was home to a brute more bestial than any creature ... 
... the sadistic Mongo!


Slavers struck forth blowing whistles. Soon the foliage resounded with the hoots of aroused monsters. 


The cannibals surge onto the Isle of the Great Ape. 


Several cannibals discharged their muskets in a long range duel with Mick's pirates. 


Mick's pirates amassed on the lesser island. 


Then, a savage and turgid ape burst from the shrubbery showering spunk as he gibbered victoriously at the accomplishment of his passion.  


Elsewhere, natives writhed in lascivious coils before the corpulent mistress. The Great Ape (Kong) lurched forth, tromping over B'Donga and several others - who narrowly passed their pluck tests. 
The ape delivered his payload dangerously close to the shark infested waters. Here he stooped and taunted the marine carnivores who circled the isle hungrily. - a pastime which greatly amused his limited mind. 


Abdullah rebuked his crew for their failure to, as yet, deliver him upon the large island. 


Once again, the indefatigable Great Ape tore from his prodigious log-pile house leaving a trail of beslimed ground behind. The cannibals grinned at this valuable cargo that they would soon secure. 


In his passing, Kong had once more trodden on sable warriors who seemed immune - or strangely aroused themselves - by the heavy steps of this massive masculine monkey. 


In a show of insane bravery and unparalleled greed, Big Chief B'donga used his royal fly-whisk to stimulate the ape's nethers. All the while, tribesman Salami gyrated before the curvy fetish. 


Back on little island, emboldened by Kong's example, other gorillas ran forward to taunt the denizens of the deep. This one decided to fling his excess man fluid to inflame the shark's savagery. 


Standing too close to the shore, one pirate was mauled by a shark - whose rage could not be withheld. 


Slavers now thrust themselves forward at the great prize. 


As cannibals ran for their boats, arms and torsos dripping warm slime, the pheromone grenade was hurled. This drove Kong's mind into fresh spasms of engorged, bestial desire. 


The Great Ape burst forth ... swollen and potent ... 


... and made a sizeable double deposit - coating the hapless Sa'id the Bald. 


Now all combatants fled the smaller isle as the hoots of whistles had summoned the fiendish Mongo. This woefully backward primeval freak exploded from the jungle. He violently violated the nearest pirate releasing his cravings while crushing his foe. Mick fled with the screeches of Mongo in his ears. Any pirate bearing the precious cargo also ran to the jolly boats. 


With eyes stuck fast, hair matted and feet slipping, Sa'id the Bald made it back to the slaver's boats. All the Turks swarmed onto the land to hold up the cannibal attacks. 

B'Dongo himself surged down the slope, crashing his bulky form into the slavers. His heavily knotted club battered Abudullah's tulwar before the Slaving Bastard succumbed to the hammer blows. 

Assegai's and musket-balls whistled through the air ... the cannibals were emboldened by Abdullah's martial vigour and each seemed immune to the slavers desperate sabre cuts. 


And the result was ... catastrophic. Not only their leader but 5 other slavers perished in combat with only 3 natives. Their bloodied corpses slipped down the rocks and into the water. 


Every shark in the vicinity now crowded the shores, driven into a maddened blood ecstasy. 


Now Mick's pirates closed into melee with the cannibals. But the day grew short and the apes ardour waned. The spoils of war were safely in the arms, or sloshed into vessels, of each warband. 

The greatest treasure was secured by B'Donga (who had unfortunately died after performing a astonishing leap into a slaver boat only to be beheaded as he recovered) and his cannibals with three loads of Great Ape sediment. The double load was only just taken back to the Turkish galley by Sa'id the Bald - sole surviving slaver from Abdullah's crew. (The Slaving Bastard himself was possibly dragged off as a post-combat digestif.) Finally, two bundles of lesser ape freight made it to the jolly boats of Mick. 
Strangely, he was the only Captain to survive the battle ... 

thus - of course - ensuring a future encounter of depraved and rum deportment.