by RECIVS » August 30th, 2026, 11:45 pm
In the end, AHQ isn't D&D; it's something between that and HQ, wargamey and solo-friendly, in a board game format, which was quite a novelty back in 1989 and gives it its unique essence and feel. As with many board games, unfortunately, it had to be rushed to market for some reason and ended up falling short, as discussed in other threads. It was ahead of its time, though, with lots of potential.
In more concrete terms, I guess the evolution I'm proposing for AHQ largely follows the organic development D&D has had over the years, from AD&D 1st Edition's character fragility to V5e's character survivability—something in between, with the tactical focus of the latter but keeping it simple and deadly, without “realism” wasting the game system's potential in any way either.
I was reading online that, back in the AD&D days, it was fairly common to boost character survival rates to balance realism and playability, so I believe these modifications fit within AHQ's scope, tradition, and intended sandbox capabilities.
Anyway, here's my solution in a nutshell, for context and as an example in connection with the subject of this thread:
*Give each adventurer 3-4 additional starting wounds, which cannot be trained any further. Note that adventurers can still die from a single blow, considering how critical hits and brutal damage work in the game (though it’s now less likely with average monsters—unless you increase their numbers), but they're now more vulnerable and exposed to damage in general, as detailed below.
*Allow movement through friendly models, and also diagonal movement only in combat turns and at double cost.
*Doors can be single or double, decided randomly upon finding one.
*Damage rolls of 10+ always wound unless the target's unmodified T score is 12, or if its modified one is 14+. In these cases, the attacker needs to roll 11+ to deal damage. It all comes down to balancing survival rates, right?
*Fix combat bottlenecks. What I do: if the Heroes are surprised, they're moved into the room a number of squares equal to the difference in scores and can move one additional square; the monsters are then placed as in WHQ and act first. If the monsters are surprised, they are placed two squares away from the doorway, and the Heroes can decide whether to enter. I see that's practically what the artwork depicts. Ultimately, it's all about obtaining the most variety of possibilities with the least complications.
*Implement flanking modifiers. What I do: a model is considered flanked if it has two or more enemy death zones focused on itself at the same time in hand-to-hand combat. Flanked models suffer a penalty of -1 WS when attacked by a third enemy, and -2 when attacked by a fourth or more. A flanked model attacked from behind suffers an additional -1 WS penalty. Note that, once a model is flanked, all its attackers apply the modifier(s) in the following turn(s) if the conditions are met. This helps compensate for high WS scores and keeps the game engaging for even the most developed characters, while making encounters more interesting.
*Monsters can push adventurers off doorways, which makes the exploit no longer viable. In fact, it may be a good idea to enter rooms when the monsters are surprised, depending on the situation.
*Death zones restrict enemy actions only when focused. This allows for magic and mundane in-combat healing in tight spaces in a balanced way, as it now requires more planning and luck. This also makes the death zone (and flanking) mechanics shine in room encounters while making positioning and initiative more relevant.
*Moving out of a focused death zone requires passing a Speed test. Escaping encounters becomes harder as a result.
*Add herbs or whatever to heal a couple of wounds in combat at a lower price than potions and spells, observing the restrictions mentioned above, of course.
*Healing potions act in the same activation in which they're taken. This alone can serve as a "valve" to adjust the game's difficulty easily.
*Adventurers are allowed to take healing potions when in a focused death zone by passing a Speed test. Healing potions remain expensive items, though not as much as FPs, which become less necessary for survival overall but still very helpful. Adventurers then become even more vulnerable, with their fate depending on a test roll. Keep in mind that healing spells still require passing an Intelligence test.
*Use my bestiary and its monster matrices, which are self-scalable, save time, and allow for more varied and unpredictable results. You can adjust it to your liking in any case.
*As for character development, which is too bland in vanilla AHQ, the idea is that combat becomes even more varied as the adventurers complete quests and gain new abilities, feats, and skills in exchange for FPs and GCs, which at the same time deals the other game-breaking issue of Heroes accumulating too many FPs. This may require adjusting the treasure tables to allow for extra GCs, though.
That’s pretty much it; note how all these tweaks are intended to work together, complementing and balancing each other out.
By making doorway fighting the exception in AHQ as detailed above, the game may become even more lethal, the sense of dread heavier, and the adventurers even more vulnerable, but room encounters (and combat in general) play out differently every time while offering more tactical depth and variety—keeping the complexity level appropriately low throughout.
Last edited by
RECIVS on September 4th, 2026, 10:00 pm, edited 3 times in total.