Sunday, November 12, 2017

Top 8 Reasons the Soothsayer is Best

People who can profit on instincts can manipulate the future.
Inspirobot will never manipulate your future. 
As I'm finishing up the first batch of Frostgrave models and terrain, I realize I want to talk about all the wizards in turn before I start cranking out the pics and we start the campaigning proper.  This warband will be more stylized, which is what I'm going for with most of them for this game.  I'm going to need to order some new basing materials for the terrain, as I've pretty well worked out how I'm going to base all the warbands but the terrain will take more than what I have on hand.

One of the best parts of gaming these days is being able to select which models you want to use from all the available sources.  The official Frostgrave models are great, but you can use whatever you want. That mentality needs to be more prevalent in our gaming, I feel.  How much more diversity would that add to the aesthetics of these things?  Keep diversity among your diversions, I say.

 I found some really cool models to use with a neat theme, and hopefully they'll look like they belong together when I finish in a few weeks.  I know I have found recently that although I don't mind which models are used, I am DONE with unpainted models in games.  I have also forbid myself to photograph unpainted models for this blog, with the exception being that the model is actually finished.  I may then present all pictures alongside each other as "in-progress" and "finished"...but other than that I can't bring myself to do it.  Must paint faster.

The aligned schools for Soothsayer are Thaumaturge, Chronomancer and Illusionist.  It is opposed to the Witch school.  The Soothsayer can be an irritating enemy to encounter, largely because their magic can confound even the most battle-hardened Elementalist.

Top 8 Reasons the Soothsayer is Best!
  1. Awareness
    • This is an easy one for your Apprentice to cast early in the game.  If you have it, take it - it amounts to a 5% increase in your chance to win the initiative each round.  Not much, but solid and an easy cast.
  2. Combat Awareness
    • This is a staple for the warband that wants to engage in combat.  Not too hard to cast, and beneficial to every soldier who'll be on the front line, as +2 Fight is pretty hefty.
  3. Forget Spell
    • Use to strip your opponents of their spells, obviously - but target their best spells.  This spell is actually pretty easy to cast, but remember it only applies to the spellcaster that is targeted.
  4. Mind Control
    • This spell puts a model under your control, as if it were in your warband, until the target can shake the effects.  Even if it lasts only a round or two, it can be a game changer.  A staple.
  5. Reveal Invisible
    • A secondary spell with a very real use, especially vs. irritating Illusionists or those spellcasters with the spell leveled up.
  6. Reveal Secret
    • An extra treasure, really close to your board edge.  Showing up already knowing where the good stuff is...well that seems like the way to go about it.
  7. Will Power
    • Another secondary spell with situational benefit, it's very useful for helping shrug off effects that are continuous (such as Mind Control) or if you know your opponent will attempt spells that require Will rolls, such as Forget Spell.
  8. Wizard Eye
    • Countless fun can be had with this gem.  Setting it up can be tricky, but invisibly smacking your opponent with targeted spells (like Forget Spell or Mind Control) while completely safe is the payoff.  Try it with a few different spells and you'll get the idea.
Awareness, Forget Spell and Mind Control.  Those are immediately the three I want to start with, as they have lower casting numbers and are functionally attack spells.  Supplement that with some lower cost spells from the allied schools  such as Heal or Monstrous Form and you're in business as a Fortune Teller.

For this warband I'm going to make sure I've got some lower cost models to represent the mendicants of the oracle's temple.  Thugs and Javelineers fit the bill, but you still need some beefcake.  To that end we'll add a Man-At-Arms and a Templar.  A Marksman will round out the warband, and I'll immediately set up an advice booth downtown in Frostgrave.

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