Nobody plays Frostgrave but me at my Local shop anymore. Even pre Covid Bull-flop-Mess.) I love to watch new content, and discussions on game-play every chance I get. I play solo sometimes, just when I have the time,(always something to do at the house!), and I've not had ANY player/player games. Needless to say, I am diggin' your content. I have not had time to explore all the wizards and options in the game, you make it easier. Keep up with Frostgrave man. Scott.
Thanks Scott! I'm glad the content is helpful, and hopefully filling some of the void of not having a gaming group to experience the game with. Life does get in the way of our hobbies. I find solo to be quite enjoyable, and a good way to try out different Wizards and Spells!
I think the trick with call storm is you specificly build a warband with no bows/crossbows. You get both wizard and apprentice to cast for the first couple of turns, nerfing the enemy ranged units which then gives your melee-centric warband the edge. Note the radius on elementball is slightly more than it looks - it's not 1 inch radius from a target point, but 1 inch radius from a figure (i.e. from any part of their base). Good spot that destructive sphere is not a ranged attack. I had missed that. Also worth noting the school alignments have changed a bit across edition. I'm running an elementalist, but often end up using spells from other schools.
Thanks for the comment - there's some good stuff you've added! Call Storm can definitely wreck some Warbands. I think it and a number of Spells really shine in large play groups where there is more of a chance you can really lock somebody down with a spell like this - it's a bummer to take situational spells and then never have a use for them - I suppose having it as an option can force your opponent away from certain strategies though. Great catch on the radius for Elemental Ball - I have been thinking it's centered on the target, but you are correct that it's any figure within 1" of the target's base, so that does add a little range to my assessment. I double checked the school alignments and it looks like they're all the same - they are just in alphabetical order now so at first glance it looks like some schools are aligned differently.
Fantastic video! I've been wondering how my Elementalist'll be affected by FG2. And QUITE satisfied, I might add, to learn that despite the kvetching of my group, that very little I've thus far won with would have been affected negatively. Really happy with the changes, actually. There's a bit more nuance in play, here. I concur completely about Call Storm. Everyone runs ranged attackers, it feels like a bit of a doubled edged spell most games. I'm happy wall got better. I've been wanting to use it more, but honestly, the low range meant that most of the time it was of limited utility. If they're that close, then Elemental Bolt or Leaping away was usually the better move, and if they were further away, the the range of Wall kicked in. I think I prefer Fog for just that reason, it's a better board control spell if you have access to it.
I think Joseph McCullough did a good job overall with balancing this school without crippling them. The Elementalist is actually the only Wizard type I've never made before - though I have used Elemental Bolt and Wall extensively as aligned Spells for other Wizards. Fog is a pretty good Spell with a number of good uses.
Good break down. I like this series very much thank you. One of my least favourite schools overall. I like more cunning strategy than, see it an shoot it. Though I do acknowledge they are very tough. I like the call storm spell. But there are ushually better options. Shame they did not link it to a lightening spell. Does more damage +higher hit bonus depending on how many times you called storms. Nerfing Elemental ball to 16" is the right move. First turn wizard kills put people off playing. Though I do think the wizards will continue to be a priority target even though you now get no bonus for killing them. It's like taking the queen in chess. It just makes sense. I'm a Necromancer/Summoner player mostly.
The Elementalist is the only Wizard type I've never made. I figured they'd be a good school to start this series with since they are so straight forward. I plan to release a school followed by it's opposing school. So Illusionist coming next.
Nobody plays Frostgrave but me at my Local shop anymore. Even pre Covid Bull-flop-Mess.) I love to watch new content, and discussions on game-play every chance I get. I play solo sometimes, just when I have the time,(always something to do at the house!), and I've not had ANY player/player games. Needless to say, I am diggin' your content. I have not had time to explore all the wizards and options in the game, you make it easier. Keep up with Frostgrave man. Scott.
Thanks Scott! I'm glad the content is helpful, and hopefully filling some of the void of not having a gaming group to experience the game with. Life does get in the way of our hobbies. I find solo to be quite enjoyable, and a good way to try out different Wizards and Spells!
I think the trick with call storm is you specificly build a warband with no bows/crossbows. You get both wizard and apprentice to cast for the first couple of turns, nerfing the enemy ranged units which then gives your melee-centric warband the edge.
Note the radius on elementball is slightly more than it looks - it's not 1 inch radius from a target point, but 1 inch radius from a figure (i.e. from any part of their base).
Good spot that destructive sphere is not a ranged attack. I had missed that.
Also worth noting the school alignments have changed a bit across edition. I'm running an elementalist, but often end up using spells from other schools.
Thanks for the comment - there's some good stuff you've added!
Call Storm can definitely wreck some Warbands. I think it and a number of Spells really shine in large play groups where there is more of a chance you can really lock somebody down with a spell like this - it's a bummer to take situational spells and then never have a use for them - I suppose having it as an option can force your opponent away from certain strategies though.
Great catch on the radius for Elemental Ball - I have been thinking it's centered on the target, but you are correct that it's any figure within 1" of the target's base, so that does add a little range to my assessment.
I double checked the school alignments and it looks like they're all the same - they are just in alphabetical order now so at first glance it looks like some schools are aligned differently.
Fantastic video! I've been wondering how my Elementalist'll be affected by FG2. And QUITE satisfied, I might add, to learn that despite the kvetching of my group, that very little I've thus far won with would have been affected negatively. Really happy with the changes, actually. There's a bit more nuance in play, here. I concur completely about Call Storm. Everyone runs ranged attackers, it feels like a bit of a doubled edged spell most games. I'm happy wall got better. I've been wanting to use it more, but honestly, the low range meant that most of the time it was of limited utility. If they're that close, then Elemental Bolt or Leaping away was usually the better move, and if they were further away, the the range of Wall kicked in. I think I prefer Fog for just that reason, it's a better board control spell if you have access to it.
I think Joseph McCullough did a good job overall with balancing this school without crippling them. The Elementalist is actually the only Wizard type I've never made before - though I have used Elemental Bolt and Wall extensively as aligned Spells for other Wizards. Fog is a pretty good Spell with a number of good uses.
Good break down. I like this series very much thank you.
One of my least favourite schools overall. I like more cunning strategy than, see it an shoot it. Though I do acknowledge they are very tough.
I like the call storm spell. But there are ushually better options.
Shame they did not link it to a lightening spell. Does more damage +higher hit bonus depending on how many times you called storms.
Nerfing Elemental ball to 16" is the right move. First turn wizard kills put people off playing.
Though I do think the wizards will continue to be a priority target even though you now get no bonus for killing them.
It's like taking the queen in chess. It just makes sense.
I'm a Necromancer/Summoner player mostly.
The Elementalist is the only Wizard type I've never made. I figured they'd be a good school to start this series with since they are so straight forward. I plan to release a school followed by it's opposing school. So Illusionist coming next.
@@bricksblocksgaming8017 A very interesting school. I will look forward to it.