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01/18/19 at 10:27am
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Advanced HeroQuest (Read 62889 times)
Slev
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Re: Advanced HeroQuest
Reply #100 - 09/06/13 at 2:47pm
 
That is correct.
This makes surprise actually matter!


Plus, the GM has to put the Monsters out *before* surprise is determined. The best placement is typically also an easy target for Wizards! Lots to consider.

So, basically, GM generate s and places Monsters. Then roll for surprise. If the Heroes win, carry on into the Hero Phase. If the GM wins, there is no Hero Phase, skip straight to the Monster Phase.

Just realised there is a typo in what you quoted. Ther Heroes get to move monsters one space IF they win Surprise.

So:
If the Heroes win Surprise, they can move the monsters one space and play proceeds to the next turn.
If the Monsters win Surprise, play proceeds to the next turn, and the Hero Phase is skipped.
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Re: Advanced HeroQuest
Reply #101 - 09/06/13 at 4:36pm
 
Slev wrote on 09/06/13 at 2:47pm:
That is correct.
This makes surprise actually matter!


Plus, the GM has to put the Monsters out *before* surprise is determined. The best placement is typically also an easy target for Wizards! Lots to consider.

So, basically, GM generate s and places Monsters. Then roll for surprise. If the Heroes win, carry on into the Hero Phase. If the GM wins, there is no Hero Phase, skip straight to the Monster Phase.

Just realised there is a typo in what you quoted. Ther Heroes get to move monsters one space IF they win Surprise.

So:
If the Heroes win Surprise, they can move the monsters one space and play proceeds to the next turn.
If the Monsters win Surprise, play proceeds to the next turn, and the Hero Phase is skipped.


Heh so just to be doubly clear... if the GM/monsters win, there is NO free-move for anybody?  Only the Heros get that free move in the instance they win surprise, yeah?

Thanks again Slev, I look forward to trying this...
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Re: Advanced HeroQuest
Reply #102 - 09/07/13 at 12:44am
 
Yeah, that's right.

In practice, IF the Heroes gain Surprise, the Wizard slaughters the Monsters with a Spell, before the rest go in and mop up.
OTOH, if tghe Monsters win Surprise, the GM plays a carefully saved Ambush counter and begins a devastating pincer attack.

Surprise becomes super important.

FWIW, my next playtest is next Friday. I have a few updates already (mostly to the tables for Objective Rooms and an upgraded random quest creator. I should have V5.0 out shortly after that.
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Re: Advanced HeroQuest
Reply #103 - 09/07/13 at 3:00pm
 
Slev wrote on 09/07/13 at 12:44am:
Yeah, that's right.

In practice, IF the Heroes gain Surprise, the Wizard slaughters the Monsters with a Spell, before the rest go in and mop up.
OTOH, if tghe Monsters win Surprise, the GM plays a carefully saved Ambush counter and begins a devastating pincer attack.

Surprise becomes super important.

FWIW, my next playtest is next Friday. I have a few updates already (mostly to the tables for Objective Rooms and an upgraded random quest creator. I should have V5.0 out shortly after that.



Great I am definitely looking forward to v5!!  Out of curiosity, has the above combat scenario already been tested?   Does it serve as a solution to combat-door-bottleneck and repetitive tactic issues?

Man I wish you guys lived closer to me! Smiley
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Re: Advanced HeroQuest
Reply #104 - 09/07/13 at 7:37pm
 
I adjusted Death Zones, Focusing Death Zones, attack ranges, door width, attacking through friends, Surprise, and some movement restrictions in order to fix the bottleneck and mono-tactics.

Once we added transit spells, it means there are certainly common tactics,  but they are highly situational.

Generally, the Heroes will wait until the board is clear before opening a door. They will form up around the door ready to receive a charge in case they lose Surprise, but also try and ensure they can bring numbers to bear of they do win.

All the game mechanics have been playtested. A large selection of Spell lists and character paths have been tested, but if you find anything under/overpowered, please let me know. It shouldn't be too far out after the work I've put in so far...
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Re: Advanced HeroQuest
Reply #105 - 09/07/13 at 8:42pm
 
Slev wrote on 09/07/13 at 7:37pm:
I adjusted Death Zones, Focusing Death Zones, attack ranges, door width, attacking through friends, Surprise, and some movement restrictions in order to fix the bottleneck and mono-tactics.


Oh I didn't find any of this stuff in v4.4, is there a better version to look at?  It all sounds really cool...
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Re: Advanced HeroQuest
Reply #106 - 09/07/13 at 8:49pm
 
Ack wait... sorry dude, found it. Wink
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Re: Advanced HeroQuest
Reply #107 - 09/08/13 at 3:17am
 
OK then Smiley

The effect of both systems is pretty similar, my way is much easier to explain and/or keep track of. It also allows Monsters to push through Heroes via weight of numbers in some cases, which is awesome.
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Re: Advanced HeroQuest
Reply #108 - 09/08/13 at 10:11am
 
Slev wrote on 09/08/13 at 3:17am:
OK then Smiley

The effect of both systems is pretty similar, my way is much easier to explain and/or keep track of. It also allows Monsters to push through Heroes via weight of numbers in some cases, which is awesome.


Hey Slev, I hope it's ok to keep hammering you with questions haha, sorry, but I am super fired-up for this (obviously!) Smiley

Out of curiosity how does it work that the monsters can push through the heroes through weight of numbers?

So I still don't find anything about door width in v4.4 though; let me ask you this; I only have the regular doors: will this system work with the regular doors? ...has that been attempted?

Also I was confused about one thing in Combat.  It says that Death Zones are no longer focused... but then:
Quote:
Models may pass through enemy
Death Zones if the space also contains
a friendly Death Zone or Model.


Is this not effectively the same thing?  I'm sure I am missing something...

Anyway thanks (again...)
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Re: Advanced HeroQuest
Reply #109 - 09/08/13 at 10:56am
 
That is actually the rule that allows the push through.

Focusing focuses DZ's one-for-one. This can be torturous to calculate. My system is a bit more open, but much less confusing.

To force the way through, you KO a Hero and move models through the gap, one by one, getting each one slightly further.

two-space doors are the way forward, but the originals are so bug, you can just like them up appropriately and call them two-spaces.
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Re: Advanced HeroQuest
Reply #110 - 09/09/13 at 8:36pm
 
Oh, Slev is working on AHQ again, nice!  

I'll have to work my way through the details since the last version I downloaded... I'll be back later this week with comments/questions  Wink
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Re: Advanced HeroQuest
Reply #111 - 09/09/13 at 10:29pm
 
Actually, I've been working on it pretty constantly, it's just there is less to change as time goes on Wink

We're playin on Friday night, so I hope to have a playtested update soon.
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Re: Advanced HeroQuest
Reply #112 - 09/10/13 at 3:32pm
 
I hope the game goes well, how have you managed to get people interested in AHQ?

I play-tested a game with my brother a while back, v.4.2 I think. We played with no GM. He had a warrior duelist and a had a battlemage type guy (I forget the exact paths).

The expedition was going good for us, him hacking away with two attacks while I  supported with bow and fireball, until we encountered an ogre in the 3rd lair!  We had to beat a hasty retreat. That's one if the things I like about AHQ, the heroes sometimes can't handle a lair and are forced to leg'it! After returning we avoided the Ogre's lair and finished our quest (something about a poisoned water supply).
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Re: Advanced HeroQuest
Reply #113 - 09/10/13 at 10:04pm
 
It's easy to keep people interested: it's fun.

I ran a couple of one-shit games when I first wrote the updates, they where fun. I then put together a regular group. Of those four players, one moved away, and two stayed on when we re-set & re-started (the forth elected to play in my WHQ playtest instead). I still have other friends who want to play AHQ with me, but I have no more time!
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Re: Advanced HeroQuest
Reply #114 - 09/11/13 at 7:25am
 
Slev, with your friends and my time we could rule the scene.
Smiley
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Re: Advanced HeroQuest
Reply #115 - 09/11/13 at 10:13am
 
Then, when I'm done, you will curse my sudden, but inevitable, betrayal1
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Re: Advanced HeroQuest
Reply #116 - 09/11/13 at 10:43am
 
Which will be too late, because our Imperium will be in the hands of legolasbaker by then.
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Re: Advanced HeroQuest
Reply #117 - 09/11/13 at 10:53pm
 
He'd just want us to play the original HQ, as this is just an imitation an nothing to do with theprevious and perfect design...
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Re: Advanced HeroQuest
Reply #118 - 09/12/13 at 6:25pm
 
Slev I noticed you have a Pistol and Handgun listed in the available weapons list for Heroes... got me thinking: Dwarf Engineer... yeah?  I don't know a ton about the Warhammer world having always played 40k, but an Engineer seems like something totally different.

Isn't there also a special unit of Dwarf that specializes in dungeons and mines and wears special armour etc, or something like that?

Basically me personally, I'd like some cooler Dwarves. Smiley ...there is clearly no reason to have a Wizard Dwarf in AHQ.
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Re: Advanced HeroQuest
Reply #119 - 09/13/13 at 12:20am
 
Miners specialise in dungeons and scouting (count their picks as axes) (dwarf, fighter, scout).
Thunderers use powder weapons (dwarf, archer, gunner).
Ironbreakers (dwarf, fighter, soldier)
Hammers (dwarf, fighter, knight)
Quarrelers (dwarf, archer, sapper)
Slayer (dwarf, fighter, berserker)
And with an Enchanter wizard, you can make a Dwarf Runesmith (dwarf, apprentice, enchanter).

And of course, Longbeards using the above with Veteran and something else!
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« Last Edit: 09/13/13 at 3:06am by Slev »  
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