Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Big Bene wrote:As drathe said, pictures (and miniatures, for that) have nothing to do with rules. But still, for atmoshere, I like to think the mercenaries really look as they are depicted. But they are mercenaries, not heroes. Heroes are exceptional. They have more defense dice to begin with - normally two, even when unequipped. This means a plate mail (4) really only adds two. "Normal" people would have zero to start with, so plate mail (2) plus helmet (1) would be three.
Ethica wrote:But they only have a breast plate not full plate armour. Maybe they have a base defence of 1, then +1 for helmet and +1 for the breast plate, that makes 3. The scout should have 4 defence and the swordsman can have 4 defence; his base defence is 2 because he can defend well with his sword.
drathe wrote:We all know there are many differences between the North American, and the Other Worldly version of HeroQuest. So it comes as no surprise that the rules for Mercenaries differs. However, in my opinion, neither version has a set of rules for Mercenaries that fits the game properly.
In the North American Version (NA) a Hero may hire as many Mercenaries as they can afford. A strange rule given the Barbarian Pack, which introduces the Mercenaries only provides six miniatures and only three of each interchangeable weapon. Especially when several quests call for certain Mercenaries to be villains in the quests to be controlled by Zargon. By the time a Hero reaches the Barbarian Quest pack (through traditional progression), they usually have acquired a small fortune of gold to spend, and can afford numerous Mercenaries. The Barbarian Pack, being a rather difficult adventure, would see a Hero hiring Mercenaries often.
In the European Version (EU) a Hero may only hire up to four Mercenaries. This seems to be a better option as it limits the number of hired Mercenaries, creating the possibility of more being available to each Hero and Zargon. Now, the EU edition has the Mercenaries introduced in the Wizards of Morcar quest pack (as well as the Advanced Edition), and provides a total of twelve Mercenaries for hire. Of the two versions, the EU limit of four each seems to be the way to go.
The EU rules also state that once a Hero receives the title of Champion, they may hire Mercenaries. In the EU edition, a Hero is awarded the Champion title once they successfully complete three quests. I find this to be a poor rule for several reasons. Not only are Mercenaries unnecessary when playing the game with EU rules due to the single body point, and lower quantity of monsters, but Mercenaries are introduced in the last pack of the traditional progression in the EU story line. Meaning a Hero should have been able to hire mercenaries since Quest Four of the Game System but were denied because Mercenaries don't come into play until WOM (unless one has the Advanced Edition game system, which doesn't include the rules for Mercenaries for hire, but includes the Miniatures for use in the Dark Company).
In the NA version, a Hero receives the title of Champion after they defeat of the Witch Lord. Meaning a Hero only needs to complete one quest, but more than likely has a dozen quests under their belt. Baker's or otherwise. As quest packs can be played out of the traditional order (I frown upon it) Heroes could begin hiring Mercenaries after they play through the Main System of quests. I myself prefer to play the quest pack in traditional progression, thus introduce the ability to hire Mercenaries once Heroes reach a quest pack with Mercenaries (WOM in my progression), and may do so henceforth.
A question of price arises when looking at both sets of rules. In the NA rules included with the Barbarian Pack, a Hero hires a Mercenary for one quest only. Meaning that a full fee must be paid for each quest a Hero wishes to hire a Mercenary. The EU rules differ to no surprise. A Hero pays a flat fee to hire a Mercenary, who will accompany a Hero throughout each quest as long as an additional commission of ten gold is paid to the Mercenary at the end of each quest.
So now I have some questions:
drathe wrote:When should a Hero be allowed to hire Mercenaries?
(I vote when they reach a quest pack that has Mercenaries.)
drathe wrote:How many Mercenaries can a Hero hire?
(I personally vote on a totally new rule of one each. Reasons: In most cases, Mercenary miniatures are limited. A higher number would result in too many miniatures crowding the game board, as well as lengthy turns for Hero players. A lower number means a Hero must think about which Mercenary may be best to hire rather than having one of each at their disposal.)
drathe wrote:What should the cost of Mercenaries be?
(I could potentially swing either way on this one. I like the idea of having to pay an extra commission to keep a Mercenary on board for subsequent quests, but the price of continued use of a Mercenary is too minimal. Paying full price for each and every quest would drain a Hero's leather pouch quickly, as Mercenaries are expensive. Which means a Hero will need to search more vigilantly for treasure in order to rehire a Mercenary. Which I believe is the way I will probably go.)
drathe wrote:Post Transfer from Old Forum - Original Post Date: Thursday February 28th, 2008 06:08pm
sadkitchen wrote:...Can the US crossbowman attack melee? and with how many dice?...
-SadKitchen
drathe wrote:Supposedly the Crossbowman also has a broadsword and may attack with 3 adjacently (End of Frozen Horror Quest Book, Mercenary List). Personally, I'd make it a shortsword for 2, or even a dagger for 1.
Daedalus wrote:drathe wrote:In the NA version, a Hero receives the title of Champion after they defeat of the Witch Lord. Meaning a Hero only needs to complete one quest, but more than likely has a dozen quests under their belt. Baker's or otherwise. As quest packs can be played out of the traditional order (I frown upon it) Heroes could begin hiring Mercenaries after they play through the Main System of quests. I myself prefer to play the quest pack in traditional progression, thus introduce the ability to hire Mercenaries once Heroes reach a quest pack with Mercenaries (WOM in my progression), and may do so henceforth....
I think Champion status and the right to hire Mercenaries should be allowed after successfully completing 14 Quests, preferably Quest 14 or something of equivalent, epic nature. The Emperor's recognition of the Heroes as seasoned warriors capable of leading Mercenaries shouldn't be gained by completing just Quest 14 alone. The intent is to reward loyal, proven service; only then would the Emperor trust Heroes enough to lead others into danger. The Emperor thinks 14 Quests is sufficient... who would gainsay the Emperor?
This assumes a player has actually played through all the Quests and circled them (or recorded them otherwise) on his or her character sheet. If a Hero died during a Quest, then the player can't circle/record that Quest as completed. So the eligibility of some players to hire Mercenaries may be delayed until enough Quests are completed to compensate for the failed Quests (the heir must prove himself). I imagine delayed hiring status would also apply to players that join in the game late- no pain, no gain.
GimmeYerGold wrote:What about paying the mercenary 25 gold coins at the end of each quest instead of the EU version's rule of 10? The increments of most gold coin prices are in 25, the potion of charm mentions "25 fewer gold coins" in its benefit, and the incentive to keep the Mercenary alive so that it is cheaper to maintain his services is a goal for the hero to shoot for.
Users browsing this forum: No registered users and 5 guests