Sunday, October 29, 2017

Top 8 Reasons the Chronomancer is Best

Today we have another Frostgrave bit, because this is my jam right now.  Of all the wizards, you can deviate a lot with the models in the Chronomancer warband.  I've collected a bunch of different models from across several ranges, and I hope after painting they look like they belong to the same warband...but that's the point with the Chronomancer.  You can have stuff from all over the timeline, and since we don't really know that much about it let's just assume the timeline has whatever we need.

Time is just a machine planning to kill you.
Inspirobot knows what is in store for mankind.
Strangely, I haven't had much opportunity to see the Chronomancer in action.  Only one player brought one during the last campaign I played, and he was shut out pretty quickly.  I don't think that reflects on the caster, more like bad luck.  You all know how many (1)'s I roll.

That's just how I roll.

The aligned schools for the Chronomancer are Necromancer, Soothsayer and Elementalist.  The opposed school is Enchanter.  Now let's look at the bag of tricks the Timeriders bring...

Top 8 Reasons Chronomancer is Best!
  1. Crumble
    • It's a situational spell, but applications are quite useful.  Make a door to go through, or make a hole to fall through.  If you're inventive and use the terrain, you can use this to both attack the enemy and protect your own models.
  2. Decay
    • A powerful defensive spell you should use on heavy soldiers first, like Infantrymen and Templars.  This can easily turn a fight in your favor.
  3. Fast Act
    • The Chronomancer requires some finesse to make the best use of his spells, but this can be a nasty surprise for your enemy, especially late in the game.
  4. Fleet Feet
    • Great passive bonus for your soldiers who need to grab the goods.  A round or two and your spellcasters can create a big speed difference between the warbands.  A staple.
  5. Petrify
    • One of the most annoying spells ever, especially when it's leveled.  The target can still resist, but combinations of spells over the course of the game can really widen the gap between the warbands.  Taking actions away with this, even if it's resisted a few times, can cost your enemy the game when it comes down to the wire.
  6. Slow
    • Unlike Petrify, the target can still act...just not much.  If used on a model with low Will, it can persist for quite some time and add up those stolen actions.
  7. Time Store
    • Yes...you can be super-fast in a burst of speed, taking 3 actions in a turn.  Combine with Fast Act for a sad opponent.
  8. Time Walk
    • More dangerous to attempt than Time Store, the benefit is also slightly better, allowing for a total of four actions over the course of the turn.  This is an awesome spell, but probably not something you want to cast until you've spent several levels on it.  However, after that - it will be a staple in the repertoire of the high level Chronomancer.
This one is hard for me, since I've not really played with many of these spells.  I have seen them in use, but the possible combinations are intriguing.  If it were me, I'd probably take Fleet Feet, Decay and Fast Act.  In the early campaign, you're going to have to fight for your supper and those spells will make it easier until you start to uncover more magic in the Frozen City.

For soldiers, Knights and Warhounds will even the odds as far as hand to hand goes.  I found a nice model for a Crow Master, and a really cool Bones model for the Assassin.  A Treasure Hunter will be the recipient of a Fleet Feet spell right off the bat and will make for a great chest-grabber.

Locked wooden and metal chests full of treasure, for clarification.

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