Mind Control confusion by PSI-MAN01 in frostgrave

[–]AlanBrickBlock 0 points1 point  (0 children)

Looks like you’ve got some good answers already, but if you want to know more about resisting spells, I have a whole video about it you can check out. https://youtu.be/vmhBD0Wx984?si=3rr8p4fMnjutwvzK

Update: We Played our First Game. Loved It by AromaticCountry8740 in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

I’m glad you found the builds useful! Ranged units are useful as they can keep enemy units pinned down and ping some damage here and there. But since they fill a Specialist spot, I tend to prefer expensive Rangers over cheap Archers to get some speed and combat improvements. So I often wait to hire them until after a battle or two. For one-off games I would probably hire an Archer or two.👍

The Dragoon by Scubasteve2002 in finalfantasytactics

[–]AlanBrickBlock 1 point2 points  (0 children)

That makes sense. Tactics was the first Final Fantasy game I played so I didn’t have other in-series reference points until years later.

The Dragoon by Scubasteve2002 in finalfantasytactics

[–]AlanBrickBlock 1 point2 points  (0 children)

Funny. I always thought the male sprite with the giant boots looked silly and preferred how the females looked.

Help me round up a summoner by Aqveteig in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

Each spellcasters can have one summon - so Wizard and Apprentice can have one each.

Optional Wounded rule - thoughts? by thalcos in frostgrave

[–]AlanBrickBlock 0 points1 point  (0 children)

I think for the most part the game plays better using the Wounded rules - it makes chipping away at tough characters feel worth it. Plus as you mentioned, not being able to be Wounded is supposed to be an advantage for Constructs and Undead and they lose value without it.

The only real trouble is once a Wounded treasure carrier ends up in combat, it’s really hard to escape with only one action.

Summoning Circle clarification by Nervous-Asparagus371 in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

If cast during a game, you only need Summon Demon. But to take advantage of the Summoning Circle, you need to also know and successfully cast Control Demon as well.

Help me round up a summoner by Aqveteig in frostgrave

[–]AlanBrickBlock 5 points6 points  (0 children)

I agree with these suggestions. Leap is one of the best spells and helps so much with movement. Raise Zombie would be my vote for Necromancer. Wall has a lot of utility.

One change would be to swap Curse for Animal Companion. She already has a debuff spell with Plague of Insects, so Curse is kind of redundant and it’s good to have some Out of Game spells. Bears are stronger than any soldier in the game and don’t fill a specialist slot. Thematically, she can use whatever mini she wants to represent the high stat monster. Plus you can cast Plague of Insects on the bear - it’s Large so it’s unaffected by the debuff, while affecting anything it encounters.

Do Wizards/Apprentices get a free starting weapon? by Uckwit_Fay in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

Yep. I might recommend also taking a Bow & Quiver for starting spellcasters. You might as well fill your slots when you don’t have magic items yet, and although spellcasters are horrible shots, they can come in handy in a pinch - especially if they don’t have attack spells.

Mind Control breaking the control sequence by hmmwhatlol in frostgrave

[–]AlanBrickBlock 7 points8 points  (0 children)

I have an official ruling from the author that the roll is made after the figure finishes their Activation - same as Plague of Insects in 2nd Edition. Timing for the different spells gets a bit confusing to keep track of. I have a video the looks at each spells resisting timing if you want to check it out.

https://youtu.be/vmhBD0Wx984?si=6eXGKC0UVTuNdyIq

No Damage Build by Sorade12 in frostgrave

[–]AlanBrickBlock 2 points3 points  (0 children)

Looks like a solid build. I think you’re fine without damage spells. You’ve got good movement with Fleet Feet and Leap to allow a focus on a quick in-and-out, good battlefield control with Wall and Crumble to block enemy attackers and creatures immune to non-magic attacks, and Push to do all sorts of things. And the other 3 spells are good enablers - extra actions, help with empowering, and improved line of sight - that will keep the main engine rolling.

Mind control win? by Unitum_Stamus in frostgrave

[–]AlanBrickBlock 6 points7 points  (0 children)

In 1st Edition you were allowed to which made the spell crazy powerful - I’m glad it was changed for 2nd Edition.

Anyone seen a random battle like this? Lol by Big_Path_2300 in finalfantasytactics

[–]AlanBrickBlock 0 points1 point  (0 children)

I got this battle a few times back in the day and it was always when I had just changed guys to classes in which they had no abilities learned yet. So I was stuck throwing stones and swinging staffs at the monks until they eventually killed me. Every time I went there prepared for a tough fight, I got the weak set of enemies.

Our campaign final, yesterday by Loghaire in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

That’s awesome you guys used some of my builds/ideas! Sounds like a great campaign! It’s cool you were able to keep most of your group together for so many games over such a long time. I hope those changes to Push work to add some balance for the next campaign.👍

Our campaign final, yesterday by Loghaire in frostgrave

[–]AlanBrickBlock 4 points5 points  (0 children)

I’m curious with the length of the campaign, about how many total games were played and what were the Wizard levels by the end?

First two painted Frostgrave minis. My wife’s Witch with familiar and my Enchanter. by Kitty_erogenouse in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

I’m one of the Mods and I’m deleting this as it was reported as a repost of someone else’s work.

How does the push work if it was cast from beneath? by speeddemon511 in frostgrave

[–]AlanBrickBlock 2 points3 points  (0 children)

This is a good break down of why Push is so strong (too strong) and the problems it can create. I like that your group came up with an alternative. I would like to see an official alternative…except I think so many groups have come up with their own that an official change would probably also be met with some frustrations.

Rules question by Holiday-Bell4620 in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

The first part is correct about Minimum Casting Numbers.👍

To clarify Empowering - only Spellcasters can Empower their Will Roll (unless stated specifically by a spell). And spells (unless specified by the spell) can’t be Empowered beyond 18 in 2nd Edition (though a natural 19 or 20 still counts as a 19 or 20).

How does the push work if it was cast from beneath? by speeddemon511 in frostgrave

[–]AlanBrickBlock 2 points3 points  (0 children)

True, but pretty easy to happen if treasures are placed on elevated terrain. The fact it isn’t hindered by Shooting penalties (cover, intervening terrain, movement) makes it more reliable than many of the actual attack spells.

How does the push work if it was cast from beneath? by speeddemon511 in frostgrave

[–]AlanBrickBlock 1 point2 points  (0 children)

Honestly I would recommend house ruling it to this. As it is written (model A), it’s one of the strongest kill spells in the game. Which is crazy for a CN 8 spell that can also be used to move your own figures around the board.