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"What's a good starting warband for Frostgrave?" Topic


4 Posts

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Comments or corrections?

Mutant Q20 Nov 2018 9:38 a.m. PST

I'm finally going to get into Frostgrave and I need some advice on building a beginner's warband. I'm thinking of playing either an Elementalist or Necromancer wizard with an apprentice. Where should I go from there?

Prince Alberts Revenge20 Nov 2018 9:56 a.m. PST

My Cultist Warband has an Illusionist Wizard and Apprentice; I went with a Paladin, 2 archers and the rest (5-6) thugs. It gave me a hard hitting melee member, some ranged weapons and a good amount of quantity (if not quality). That allowed me to have my wizard and apprentice break into two groups with a few stragglers to achieve other objectives.

Mithmee20 Nov 2018 2:00 p.m. PST

You can never go wrong with Wizard that can summon or conjure something.

Since they can give you extra members to your band.

But like Prince has above you want a balance group of melee and long range attacks.

Giles the Zog20 Nov 2018 3:44 p.m. PST

Apprentice 100% required, otherwise you lose a phase. Plus they can cast spells (XP) and activate war band members.

You are after treasure, so a couple of thieves (Move 7) so they can lug it off the table.

You don't want your precious wizard or apprentice killed, so a couple of thugs to act as meat shields, and or lug treasure off the table.

A couple of archers are good for a starting war band.

So that's a core body of 8 already.

Left over expenditure is up to you, what models you have and how you want to play the war band.

After your first game, if you can afford it, buy a kennel for your base, and get a war hound (an 11th member), they're totally expendable but can harass and delay the enemy.

As others have said, if you have a Necromancer, raise zombie is almost mandatory. They can lug treasure off the table (slowly).

Bone Dart, Elemental Bolt or similar are all good fun spells for ranged attacks.

Telekinesis, Fools Gold, Reveal Secret, Brew Potion are useful spells.

HTH

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