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Stargrave with pirates...


Brianuk
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Had a great game of Stargrave, using fantasy pirate minis. Basically the exact same game, using more close combat builds for the teams and making it two activations to load a gun. 

I'm thinking of how to broaden it out and bring in Ghost Archipelago monsters, other powers, etc but having a lot of fun already. 

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4 hours ago, Corsair said:

Have you done any more with this?

I need to! Am lining up a second game and looking at changing the mat (because both games previously have revolved around throwing people into the sea!) and adding more powers, flavour, monsters from the Mccullough books. 

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4 hours ago, Corsair said:

I just got the Ghost Achipelago book and am wondering how it would work with using that warband and one from Frostgrave as a game. Have you done anything like that?

I've not. I've played a few games of frostgrave but many more stargrave to be honest. 

 

If you had a heritor and warden against a wizard and apprentice I think the wizard would be much more powerful/able to run rings around the GA warband because their spells are more powerful. 

But maybe a wizard and captain, each, would work?

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10 hours ago, Brianuk said:

I've not. I've played a few games of frostgrave but many more stargrave to be honest. 

 

If you had a heritor and warden against a wizard and apprentice I think the wizard would be much more powerful/able to run rings around the GA warband because their spells are more powerful. 

But maybe a wizard and captain, each, would work?

I'd disagree with that. While the wizard and apprentice are more versatile, the Heritor and warden have better health and combat. I mean, the warden has the same stats as a wizard but doesn't suffer health loss if they fail to cast the spell. Also, GA crews are usually going to be larger, as they're easier to fill out with free crewmen.

I'm actually thinking of having a friend run a FG warband against one of my GA crews when we get a chance.

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