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"Frostgrave tap cards" Topic


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Whemever120 Nov 2015 11:42 a.m. PST

I got confused playing a three sided game of Frostgrave where I was teaching, so decided to create some cards to help out. Tap to indicate when a character has completed a move, and note spell effects, etc. with an erasable pen. Any suggestions for improvement? I'll still need to remember which mini goes with which name.

Whemever120 Nov 2015 11:43 a.m. PST

Whoops? How did my post get moogled together with Kenneth's?

Royal Air Force20 Nov 2015 11:56 a.m. PST

When I've done similiar cards, I've used a photo of the miniature on them.

Weasel21 Nov 2015 1:17 p.m. PST

Troops being regrouped and used to resume an attack happens all hte time, however, I don't think it happens in the time frames our games usually show, especially on a smaller level.

Personal logo etotheipi Sponsoring Member of TMP23 Nov 2015 5:19 a.m. PST

I agree with Weasel that it depends on a lot of factors, such as the time scale of the tabletop fight, whether or not it is realistic.

In general, you have to be careful to not mistake the mechanic for what it represents. Assuming you are talking about a single roll morale check periodically or event driven during the game, you should make sure you don't assume that morale works that way – all or nothing hinging on one point in time. The morale roll (and the recovery roll, which isn't a different thing, but part of the same continuum of phenomenology) is a simplification of a complex group behavioural thread that can have a lot of subtlety.

Maybe we all didn't "loose our nerve", we just were pressured into falling back. Maybe some started falling back and the rest followed to support them and get them back on track. Maybe we got a second wind of confidence by falling back to a more secure place. Maybe regroup and reattack from a different position was Plan B.

WRT the "real world", I have been in combat where we fell back, regrouped, and resumed the attack. I have fought opponents who have done the same.

Ottoathome23 Nov 2015 1:33 p.m. PST

Weasel is right. Depends on the time frame. If you have one minute turns it's completely unrealistic. If you have hour turns (as I do) anything is possible.

Early morning writer23 Nov 2015 6:56 p.m. PST

Agree, such events are quite common in real war but also agree the time scale is part of the equation. Though I refuse to play games that are one minute turns – why bother? Those are what computer games are for and not my thing. But to each their own, as they say.

Henry Martini24 Nov 2015 2:26 p.m. PST

It also depends on the period. The strong unit identities of the age of permanent armies would tend to make units more enduring and retrievable than the looser bonds of earlier periods, and no one is going to skedaddle burdened with armour, a shield or a sixteen foot pike. Without their weapons and protection troops aren't of much combat value.

Personal logo ochoin Supporting Member of TMP26 Nov 2015 2:58 p.m. PST

Where does the concept of "recoil" come into this?

Dexter Ward27 Nov 2015 1:33 p.m. PST

It happens more with conscript armies (English or American Civil War, many 'barbarian' pre-industrial societies.) where units will run but then rally.
Professional troops tend to fight longer, but once they break, that is it.

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