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mercenaries/men at arms

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

mercenaries/men at arms

Postby Xd_Over » April 13th, 2018, 9:01 pm

So I recently acquired WoM and now have the option to hire mercenaries in my ever expanding game,
just wondering if you guys have used them in the core game or previous expansions
and whether it works (as is, or using houserules) or does it become too easy?
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Re: mercenaries/men at arms

Postby knightkrawler » April 14th, 2018, 1:32 am

Xd_Over wrote:So I recently acquired WoM and now have the option to hire mercenaries in my ever expanding game,
just wondering if you guys have used them in the core game or previous expansions
and whether it works (as is, or using houserules) or does it become too easy?


It does become too easy, no debate about that.
Against the Ogre Horde and the NA expansion might be worth a try playing with M@A, but I write and review all quests individually so that I carefully try to evaluate if the heroes can or should play with M@A. I'm not a big fan of M@A, though... I'd rather add some extra characters to a quest as a story device to support the heroes which they then can play like M@A.

Pan has used the concept brilliantly in Mound of the Beastmen.
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Re: mercenaries/men at arms

Postby Pancho » April 14th, 2018, 2:20 am

It would make the core game far too easy in my opinion, as well as ruining the theme. The Heroes are supposed to be learning on the job, developing their skills of exploration and adventuring, having help would change the feel too much for me.

It's similar with the previous expansions; RotWL wouldn't work well with mercenaries as there are a number of set-piece scenarios that wouldn't mesh. You could possibly use them for KK, as it's more of a meat grinder at times, although I still wouldn't. I see Kellars Keep as the most "heroic" of the stories, with the most at stake, and it's great to have just a small group of champions save the Emperor and his remaining soldiers.

Ogre Horde is a good shout by Knightkrawler, as that is even more of a meat grinder than KK.*

*Edit; I'm referring to Kellars Keep as the meat grinder, not Knight Krawler himself! It's good not to get my KK's mixed up.
Last edited by Pancho on April 14th, 2018, 2:24 am, edited 1 time in total.


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Re: mercenaries/men at arms

Postby Xd_Over » April 14th, 2018, 2:20 am

Mmy intention was to play through with monsters at NA bp, and the M@A at a EURO 1bp
possibly limiting the M@A to the 12 with no respawning M@A to have at your disposal.

Xd_Over wrote:or possibly have the odd one able to be recused if the players are finding a particular level difficult
Last edited by Daedalus on April 19th, 2018, 12:19 pm, edited 1 time in total.
Reason: Merged double post
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Re: mercenaries/men at arms

Postby Pancho » April 14th, 2018, 2:30 am

Rather than putting them in the official expansions, you could use Mercs for some of the fan made quest packs here at the Inn. There are some real beauties in the Quest pasta section of the forum.

One idea I use is to have just a single Hero take on a quest, backed up by a few mercs. As the war against Morcar really escalates, the Heroes are forced to split up and tackle different threats at the same time.


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Re: mercenaries/men at arms

Postby j_dean80 » April 14th, 2018, 6:41 am

I usually introduce new availabilities as I get to the Quest Pack it comes in. Potions/Mercenaries/etc. It gives new excitement for the Heroes as they progress. Same things all the time has the possibility to become mundane.
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Re: mercenaries/men at arms

Postby Xd_Over » April 14th, 2018, 9:04 am

Pancho wrote:Rather than putting them in the official expansions, you could use Mercs for some of the fan made quest packs here at the Inn. There are some real beauties in the Quest pasta section of the forum.

One idea I use is to have just a single Hero take on a quest, backed up by a few mercs. As the war against Morcar really escalates, the Heroes are forced to split up and tackle different threats at the same time.


i haven't checked it out, but i will! thanks!
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Re: mercenaries/men at arms

Postby knightkrawler » April 14th, 2018, 11:39 am

Pancho wrote:*Edit; I'm referring to Kellars Keep as the meat grinder, not Knight Krawler himself! It's good not to get my KK's mixed up.


Should be clear from the context... or... wait. I have been called a meatgrinder before...
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Re: mercenaries/men at arms

Postby mako-heart » April 14th, 2018, 12:22 pm

FH and MoTM you need M@A. You can't fight yetis or polarwar bears you need to send your M@A out to revel where they are and trigger traps they are diposable and are ment to die for the empire. I like to fight the M@A in custom quests let them defend with white shields.
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Re: mercenaries/men at arms

Postby mitchiemasha » April 14th, 2018, 2:01 pm

The lack of Gold by reducing searches to 'once per room plus items of furniture' and adding weapons damage 'roll black shield equal to it power' will seriously reduce the Heroes ability to be able to even afford them. Usually buying weapons and armour would be the first thing to do. Also, I've made M@A more expensive by making it a feature only available via staying at an INN, staying in town, which is 25gc. Who is available is random. There is also the risk of, Thief, Tramp, Witch etc and a Gambler for the High and Low guessing game using the UK Monster Deck.

I use the MINI's from Advanced HeroQuest as the Mercs. Also included is a thug, extra carry slots.


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