drathe wrote:Awesome work Sjeng. I'll have to compile these into PDF files for the Website when I have time.
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drathe wrote:Awesome work Sjeng. I'll have to compile these into PDF files for the Website when I have time.


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Sjeng wrote:The Evil mercenaries. I left out the scout's ability to find and disable traps, as the "evil" scout wouldn't use that skill. I've also left out the "price to hire". These cards are meant as monster cards for the Morcar player.
I use the regular WoM Men-at-arms cards as the friendly mercenary cards for the other players, which have the hiring price on them and not the map icons (but unfortunately also not the scout trap finding/disabling ability)
Notes:
-The WoM men-at-arms have slightly different stats. All of those have the usual 1BP, but that would make them fairly weak when used as mercenaries for the heroes. But perhaps that's how it's supposed to be, and 2BP might be overpowered.
If that's the case, I'l change all of them to 1BP, good and evil. It makes them weaker as opponents, but I've read several posts that the BQP/FH was way too difficult and unbalanced anyway.
I haven't played with mercs yet, so if anyone wants to comment on that, please do. I'm trying to find a good balance here.
-The crossbowman has an attack of 2 (2) in the EU WoM set, not 3 (2) like the US version does. 3 Might be too much, so I might also choose to use the original WoM 2 (2) attack points.
-The swordsman had 4 movement and 5 defense in WoM, while he has 5 movement and 4 defense in BQP/FH. 5 defense seems an awful lot. Thoughts?




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