In today's article I talk about the crews available to players in the new Frostgrave: Ghost Archipelago. link
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Frostgrave: Ghost Archipelago Nickstarter – The Crews
One of the first questions that many people seem to have about Frostgrave: Ghost Archipelago is whether the game is compatible with the original Frostgrave. The short answer is yes, but the power level between Ghost Archipelago Crews and the Original Frostgrave Warbands will not be on par. The two games have not been play tested together and even though they share the same core rules, my feeling (after browsing both books) is that warbands in the original Frostgrave will be more powerful than those in Ghost Archipelago.
The cover of the Frostgrave: Ghost Archipelago Crew Box. Image used with permission from North Star Military Figures.
Osprey Publishing sent me an advanced copy of the rulebook, and, shortly after it arrived, I jumped ahead to read the options for crew composition. Today, I am going to look at the crews players can expect to take in Ghost Archipelago.
First off, in terms of crew (warband) members, the games are not equal. In the original Frostgrave, you can hire whomever you want whenever you want. If you want a warband with 8 knights, you can do that. In Ghost Archipelago, that is not the case. There is a statistical equivalent to a knight (who counts as a specialist), but you are limited to hiring just 4 specialists in your crew at once.
While the crew (warband) limit of 8 is the same in both games, Ghost Archipelago introduces the concept of the Standard Crewman. Because the crew limit is set to 8 (and you are limited to 4 specialists), you will have to employ at least 4 Standard Crewmen in Ghost Archipelago.
The stats of a Standard Crewman are basically the equivalent to a Thug from the original game with the added bonus that you can choose his or her weapon. The weapon may be a Hand Weapon, a Two Handed Weapon, a Staff, or a Hand Weapon and Shield.
Head on over to Must Contain Minis to read more. link
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