My Freeblade is coming along nicely I'm just down to the arms to do now:
You can imagine the Guard taking aim down his musket as the Priest poked his head around the corner of the building. There's a musket crack, and then a lightning crack as the priest is shot in the head, and it starts to pour with rain.
It's a game that really wants you to describe those cinematic moments. We learned that if Tank shouts the name of his Highlander ("ROBBIE DUNCAN") before he charges into combat, his Highlander does better. Which is good given he's the third incarnation of said Highlander.
Things I like
Aside from the narratives and getting invested in name creation and thus the character of my troops, this game might be the pinnacle of author Joseph McCullough's mechanical design so far and I say that having really enjoyed all of his previous games. He's also used it on a setting that, for someone like me who has never been interested in full scale Napoleonics, has given me cause to dive in.
Mechanically, the 2D10 power / skill die split smooths out the bell curve of the previous d20 Frostgrave / Stargrave games (where one-shot kills hurt a lot) but also combines with the Power Die / Skill Die pool to really allow for you to make the best of that curve with a bit of careful forecasting. We've already discussed what it would take to port the mechanic into Frostgrave and Stargrave because we're really enjoying it.
The core of common soldiers in this game is also neat, allowing for unique flavour choices for each army by nationality. I'm enjoying the idea that it's not really possible to build a force without generic troopers and that basic infantry are perfectly effective. The Dhampir, Werebear, Vivandiere, Highlander and Champion of the Faith all offer their respective forces a bunch of character too.
There are a bunch of scenarios, which provide a variety of games and an imaginative core of monsters with a collection of rules that make them challenging opponents. The Black Dog in scenario six is absolutely terrifying and very very hard to hurt, let alone kill. The monster mechanics, alongside a monster die pool, also mean that the monsters generally play a very active part in the game and the longer the game goes, balancing where and how you spend those is super fun.
Anything not to like?
The experience mechanic is very slow to make serious changes to your soldiers but that's more an inducement to play more games so it's definitely not all bad. We discussed yesterday that once your soldiers get on the experience track, you get real invested real fast. Super Soldier Georg Bitterlich, Slayer of Highlanders, now needs to live because he's AWESOME.
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