I just finished the Invasion campaign -
This was my army just before the last mission (the only unit I lost in the last mission was my precious ghost wolf) -
There are some things I didn't do on purpose. Like saving the princess and doing the mission to unlock flying units. I wanted to do those on my next playthrough on a higher difficulty. Technically, the hardest mission after the swamps was when you are forced to split your army between two river shores, but that's because I didn't think it through and didn't put enough units with magical attacks on the side with all the undead. I didn't savescum as much as I could, that's why I don't have the black bard and the imperial transmutor with me. Overall, I liked it a lot and plan on not only playing it again but also finishing the other campaigns too. Here are my more critical and general thoughts about the gameplay:
There are two somewhat major gripes I had with it, one of them gameplay- and the other UI-related. The gameplay one concerns Ailsa and her magic. Her summons are freakishly overpowered compared to any other spell in the entire roster I had access to. There is literally no reason to cast anything besides them, especially since the mana pool is shared between all units. It doesn't matter that her most powerful summon is 10 mana and everything else doesn't surpass 4 (except the owlbear), you are going to wait for that shit. The only thing I cast besides that is the haste of wind spell, sometimes it was necessary to either save someone or kill a strategic target. The biggest offender is that Ailsa's summons do magical damage and a lot of it. If they did physical damage, they'd be more manageable. Actually, magical damage is an apt aspect to bring up. At the end of the campaign, you are being swarmed by undead and golems with absurd amounts of armor, so half my units were mostly useless most of the time. The last boss is literally immune to physical damage. I don't see a reason to upgrade units to ones that don't do magical damage. The only physical-based ones that are worth it are the winged maidens. The trade-off is supposed to be squishiness (i.e. units with magic attacks have almost no armor), but that doesn't really matter when the most dangerous enemies at end-game also do magic damage that ignore armor. The heavy axemen could survive only a single round and I had to pull them back even though they have 11+ armor. Really, I can write a whole paragraph about every single unit (which is good), but let's move on.
The UI-related issue is one I noticed after having played Gladius somewhat extensively. Just like in Gladius, it's not really clear how and why units do certain amounts of damage. I'm sure it has to do with the number of hexes between units, whether they are adjacent, whether it's a straight-line, etc., but I didn't find a reliable way to intuit that at all. You can press ctrl in order for the units in Gladius to go to the hex from which they will do the maximum damage possible, but there is no way to do this in FG2. There is also no undo button, which drove me up the wall
numerous times.
Having said that, I think the campaign is great. There are plenty of choices that affect your army throughout and quite a lot of them are very significant. The maps are varied and with different objectives, the AI is surprisingly competent, it doesn't feel too long even though it says I've played for 50 hours, it can be extremely brutal if you want it to be (legendary iron maiden with no army scaling would be a tremendous challenge even for wargame veterans imo), the unit variety is staggering and the campaign keeps introducing new enemy units up until even the last mission. Really, I can sing its praises to high heavens. I'm even willing to say I like FG2 more than FG1
*gasp*. New thing better than old thing? Blasphemy! Well, I wouldn't say it's
better, they are too different for direct comparisons like that, but FG2 appeals to me personally a tiny smidge more than FG1. Don't get me wrong, though, I still play and enjoy FG1 immensely too, so FG2 in no way "replaces" FG1, you can put your pitchforks down.
Soooo, yeah, if you were on the fence, don't be. Just play it. I know I will.