Pancho wrote:Anderas wrote:The normal mercenaries pack more punch per BP than the Heroes. So you don't need all 12 to replace a hero group, somewhere between 4 and 6 would be good. Having the complete set is useful as each has his specialty. Letting the scout search for traps is invaluable, for example; letting the swordsman fight is good but the Helbardier has a longer range... and so on.
They pack more punch but die very easily, and can't be healed efficiently. Having 4-6 will serve for the middling quests but will result in frequent TPK's in the later quests and expansions. Just a single room of orcs will have a chance to kill off your henchmen, and a fight versus chaos warriors or a Gargoyle will not be pretty.
Yes, of course one stays flexible and adapts. In an ideal world, all mercs die each quest and the Hero walks away with 2-3 BP left, plus enough gold to buy new mercs. The real world is not like that.































