SirRick wrote:It always bothered me that the Swordsman mercenaries and the Elf Warriors have swords and can attack with 4 dice, and the Elf Archer gets to attack at range with 4 dice, but the heroes can’t.
The Battle Axe at least is equivalent, and superior to a sword version simply because the rust spell exists, but an Elven Longbow equipment card would be pretty awesome, it could even have a handicap, such as not being able to carry melee weapons larger than a Hand Axe or Shortsword (like how the monster only attacks with 1 die in melee).
Mercenaries, like Monsters, have innate stats that aren't necessarily based upon weapons. So whatever Two handed sword the Swordsman has is stronger than the longsword and broadsword the heroes have access to. But I was inspired to create the "Greatsword" (nevertheless I made it different, making it a weapon that hits with four including diagonals and can only be wielded two handed by the Barbarian) as well as a longbow (4 dice, two handed of course, and the dwarf can't wield it). That was my take on it. You could say that they just have special weapons, or special skill with certain weapons (the Japanese Heroquest limited certain weapons, like only the Barbarian could wield the Broadsword which was more powerful, or the crossbow could only be used by the Elf). Rarely the rules will clarify what happens if a character loses a weapon, so in the BQP if a Crossbowman got his bow stolen by an Ice Gremlin, well boom, he still has a Broadsword (which he could always use to attack adjacent enemies as well). So the Elven archer loses his longbow, he still retains his close range dagger attack of 1. What would you do for a Swordsman if his main weapon was stolen? Zargon makes the call. If you were treating him like a hero with attack based on a weapon, then he should have 1. You could make a compromise and say he's just a big tough guy with his mailed fists so maybe it's 2. Or maybe he has a backup weapon (broadsword) too? Or you could just be cheap (for the hero's side) and say he still strikes with 4.
To me if you used the Elf "monsters" as mercenaries they would retain all their stats directly from the card, the only difference is they would defend with white shields instead of black (as monsters). What would be the cost for hiring them? I would think it would generally be more expensive because they have 3 BP (noticing how the WOM mercs were cheaper than the BQP ones, and the EU ones had only 1 BP each). Of course there is at least (SPOILERS) one instance in the '92 questbook where some of the Elves switch sides. Similar to how "ally" monsters were handled in Spirit Queen's torment, they would retain all the same stats just function like regular mercs (so you could give them a potion, cast spells upon them, etc). At least they have more than 1 BP so there's more versatility there (healing to keep them around a bit longer).
Related to waiting for the MOTM release...
It was also mentioned to me that at least one member of our discord is getting a notice of an early delivery (early January) from
KapowToys (a UK site) though it also warns of delays due to a local postal strike (expected March).