Jon Nicholls
Gates of Antares
Snatching defeat from the jaws of victory...
Posts: 403
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Post by Jon Nicholls on Jul 10, 2016 13:46:19 GMT
I'm in too, please...
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Post by carl on Dec 11, 2016 19:05:29 GMT
So, due to lots of other things going on this year we didn't run this.
As the Saga campaign is going to finish on AGM night, I would like to suggest we run this next year for the SFS trophy
So can I ask for you to re-register for this if you'd like to sign up and we will start in February
Cheers folks
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Post by carl on Jan 18, 2017 7:26:13 GMT
The league will start in February, so please confirm you are entering and what school your wizard will be in.
Soon as i can i will draw up the league table
Thanks
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Jon Nicholls
Gates of Antares
Snatching defeat from the jaws of victory...
Posts: 403
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Post by Jon Nicholls on Jan 18, 2017 7:27:40 GMT
I'm in, with an Enchanter...
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Post by wstevens on Jan 18, 2017 11:17:33 GMT
I'm in with a necromancer (naturally)
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Post by Stephen Mawson on Jan 18, 2017 13:12:43 GMT
I'd also like to take part, with a Necromancer probably (I haven't completely made up my mind yet on school).
I also have a few queries about the league rules.
1 - Can you please clarify exactly how the league table positions will be determined. I understand it will be Exp and Gold based, but how will that work.
Will it simply be the player with the most Exp is top, and in the case of a tie on Exp then most gold is ahead? Or are we adding Exp to Gold to get some kind of combined total? Or since you're likely to get a lot more gold than Exp are we converting the Gold into Exp by some kind of exchange rate? i.e. 10 Gold = 1 Exp or something similar.
2 - Are we counting Exp gained during games by the Wizard through the usual means. So Exp gained for each successfully cast spell, Exp if your wizard kills the enemy wizard, or apprentice as per the rulebook? How about the Sigilist spell Absorb Knowledge, which gives you an extra 50 Exp?
3 - Given that the warbands are going to essentially reset after each game, how is this going to work with Spells that create items, or summon creatures that would normally persist from game to game. I'm thinking of Animal Companion, Brew Potion, Write Scroll, Embed Enchantment, and Animate Construct here. Does the owner of the warband get to keep the created item/creature from game to game, or would they loose them at the end of the game and have to recreate them? In the case of magic items, could the wizard sell them at the end of the game if not used to get extra gold?
4 - How will the Fools Gold Illusionist spell interact with the treasure markers rules for the league games. Given that you are placing your own treasure markers so you know exactly where your own are doesn't this render this spell ineffective? Would it therefore be better to get your opponent to place your treasure markers, and you to place theirs. In which case if one of the treasures is an illusion they won't then know which one it is?
5 - In a similar fashion, is the Soothsayer spell, Reveal Treasure, going to work as described? I.e. you get an extra treasure marker which you place within 6" of your own deployment zone?
6 - Are we selecting a base for our warbands as per the standard warband construction rules?
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Post by carl on Jan 18, 2017 16:25:17 GMT
I'll try and answer in order
1. Positions will be by experience then gold
2. Anything that gives you experience will count so all you mentioned above is fine
3. Anything created by spells is lost at the end of the game and warbands go back to how they started. If you create magic items by spells they too are simply lost and cannot be sold. This will stop people simply creating items and going into 'hiding' until the end of the game or leaving the board. Only treasure tokens and what you roll for can be exchanged for gold at the end of the game.
4. Treasure tokens are placed as per the league rules so any spell that contradicts this does not have an affect
5. As above the spell will not work in this league
6. Yes wizard bases are taken and any benefits they confer can be used
Once you pick your warband it stays the same throughout the league, although if you get to the final you can alter it if you wish but you must keep the same wizard school
Also before you play your first game each player should let me have a copy of their warband roster
If I think of anything else I will post it here ASAP
Any other questions please feel free to ask
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Post by wstevens on Jan 19, 2017 11:57:47 GMT
Point number two from above - Absorb Knowledge is an after the game (so out of game) spell. Are you still allowing someone to rack up 50 exp points after playing? I realise that the wizard cannot roll for this if he is dead.
Are we allowed to swap spells each game or do we have to keep the same spells game to game?
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Post by carl on Jan 19, 2017 20:41:05 GMT
Yes but if you take absorb knowledge then that's one less possible useful in game spell that you have
Also, although you get your warband back for the next game if the wizard or apprentice dies in the game they cannot roll for after game spells
You can change spells but if you play two games in a night then you keep the same spells you had in game one for game two
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Post by wstevens on Jan 22, 2017 13:41:46 GMT
2017's SFS trophy will be battled over in the cold city of 'Frostgrave'. Please sign up here if you are interested in this, and the rules are;-
You will start with the normal 500pt force, and this can be altered for every game should you so wish, and you can also change your spells from game to game, although both of the above must still conform to the rules as outlined in the main rulebook.
FROSTGRAVE
You mentioned this originally in the rules set and now you have said that we need to hand in a warband list that has to stay the same (in the recent post to Stephen and my game in the arrange games section). Could you clarify please Carl?
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Post by carl on Jan 22, 2017 20:26:54 GMT
Yep, I changed them slightly. Thought it was fairer that everyone keeps the same force until the final when you can change certain things but must keep to the same wizard school
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Post by Stephen Mawson on Jan 25, 2017 10:25:12 GMT
In reference to the question that came up last night during mine and Warren's test game about whether or not you can buy additional weapons for your soldiers. I.e. give a Thug a bow or crossbow.
I've been having a look online, checked out the latest FAQ and errata's, plus had a look at a few forums and bits, and the consensus appears to be that the soldiers equipment is fixed, i.e. you can't changed it, the item slot they have is purely to allow them to be given a potion/other magic item that they can then use during a game.
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Post by carl on Jan 25, 2017 18:03:46 GMT
That's what I thought as well.
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Post by wstevens on Jan 25, 2017 18:55:50 GMT
Is the new captain sellsword allowed in this or is it solely from the original book to take your warband? @ Stephen: Looking at the info online etc and on some forums there are conflicting views so I have emailed Joe McCullough to ask what the consensus is. I need to know as I would need to rapidly redo my warband to make it comply with the rules if the additional weapons were not allowed (and fully happy to do so). I did read this on daggers and additional hand weapons - interesting debate : therenaissancetroll.blogspot.co.uk/2016/07/frostgrave-two-weapon-question.html
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Post by carl on Jan 25, 2017 19:56:36 GMT
All official books and supplements can be used
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