@@Mark-nh2hs we were surprised at how strong the original Realm of Chaos rules made them. They definitely live up to their title as a GREATER DAEMON in AHQ too
@Mark-nh2hs yeah! In the original Realm of Chaos book she cost a whopping 900pts so, for such a price, you obviously get quite a potent chunk of daemon and that has translated over to the AHQ stats. They got toned down in subsequent WHB editions
Great job with these. Thanks so much for sharing. The Heroes I'm up against would probably make short work of it because of what I feel is the only flaw in an otherwise beautiful sandbox of a game. You've already covered it in a previous video and it's the Fate mechanic. Four or five successful quests in and the Heroes get to 'God Mode' I have seen your suggestions with interest but my thoughts were perhaps retire the Hero once they get to 5 Fate points. We've been playing the Enhanced Advanced Heroquest as we like how all the rules are pulled together from the expansions and White Dwarf articles. I had read previously that this was a very tough challenge for the Heroes but they seem to be waltzing through the dungeon with barely a scratch. (I'm playing as GM currently on the final Quest of The Shattered Amulet). Sorry for the essay, I'd really just welcome your thoughts?
Ah yes! As a GM I can definitely relate to that. I like amulet, it’s a good campaign. But I found that my heroes too were able to get through it quite easily. The Skaven are not much of a challenge and allow the heroes to quickly level up due to them being pushovers. Potential in game things you could do is swap out the suggested creatures in the monster matrices for tougher opponents (chaos champions and knights etc), monsters with the invulnerable and fearsome rules . We also presented a set of rules for GHOSTS which might well be useful. The rules for these were designed for fighting heroes on “GOD MODE” as they interact with the bravery mechanic, and are invulnerable. BUT my primary advice would be add lots of TRAPS. The more deadly ones! These can be very useful in whittling away fate points. The increasing costs for negating damage may also be essential to instigate! Another idea I’ve had but yet to implement yet is the SLEEPER AGENT. Give the heroes a guide or ally but then have the ally turn on them at a most dangerous moment Hope these ideas help and good luck! Let us know how it goes!
I like the sound of going into goblins. We actually have lots of goblin models so this would work well for us too. I’ll look into it - thanks for the suggestion and commenting
@wikingwideo wow! Now that’s a fascinating idea. We’ve used musician models in our games to represent sentries but standard bearers is a whole different thing and most exciting. Things that immediately spring to mind are conferring bonus’s to hit and/or to Bravery: a bravery buff would not come into play very often at all BUT a bonus to hit would have a massive impact. To go down this route we would say that each standard buffs models of the same race/faction. Other models belonging to that race/faction add one to their to hit rolls if they are within 12 squares of an appropriate standard and also have LOS. I’m very taken by this idea. Let us know if you try it out. I’ll have a further think too
@@jugsjapansunitedgamingsociety Also considering magical standards, such as some that prevent the use of spells, or require an additional intelligence test at a minus for casting spells in LOS of the standard.
Oh yeah!!! Been looking forward to this. Excellent work guys 👍
@@Mark-nh2hs we were surprised at how strong the original Realm of Chaos rules made them. They definitely live up to their title as a GREATER DAEMON in AHQ too
@@jugsjapansunitedgamingsociety I wasn't expecting the Keeper to be that strong lol. I imagined it to be powerful but as fragile as a green house 🤣
@Mark-nh2hs yeah! In the original Realm of Chaos book she cost a whopping 900pts so, for such a price, you obviously get quite a potent chunk of daemon and that has translated over to the AHQ stats. They got toned down in subsequent WHB editions
@jugsjapansunitedgamingsociety yeah they were toned down although the BloodThirster and The Great Unclean One escaped being nerfed for quite a while.
Great job with these. Thanks so much for sharing. The Heroes I'm up against would probably make short work of it because of what I feel is the only flaw in an otherwise beautiful sandbox of a game. You've already covered it in a previous video and it's the Fate mechanic. Four or five successful quests in and the Heroes get to 'God Mode' I have seen your suggestions with interest but my thoughts were perhaps retire the Hero once they get to 5 Fate points. We've been playing the Enhanced Advanced Heroquest as we like how all the rules are pulled together from the expansions and White Dwarf articles. I had read previously that this was a very tough challenge for the Heroes but they seem to be waltzing through the dungeon with barely a scratch. (I'm playing as GM currently on the final Quest of The Shattered Amulet). Sorry for the essay, I'd really just welcome your thoughts?
Ah yes! As a GM I can definitely relate to that. I like amulet, it’s a good campaign. But I found that my heroes too were able to get through it quite easily. The Skaven are not much of a challenge and allow the heroes to quickly level up due to them being pushovers. Potential in game things you could do is swap out the suggested creatures in the monster matrices for tougher opponents (chaos champions and knights etc), monsters with the invulnerable and fearsome rules . We also presented a set of rules for GHOSTS which might well be useful. The rules for these were designed for fighting heroes on “GOD MODE” as they interact with the bravery mechanic, and are invulnerable.
BUT my primary advice would be add lots of TRAPS. The more deadly ones! These can be very useful in whittling away fate points. The increasing costs for negating damage may also be essential to instigate!
Another idea I’ve had but yet to implement yet is the SLEEPER AGENT. Give the heroes a guide or ally but then have the ally turn on them at a most dangerous moment
Hope these ideas help and good luck! Let us know how it goes!
I'd like to see you put more goblins in AHQ (i.e. shamans with their spellbook, champions, night goblins, snotling swarms, etc.)
I like the sound of going into goblins. We actually have lots of goblin models so this would work well for us too. I’ll look into it - thanks for the suggestion and commenting
@@jugsjapansunitedgamingsociety We've been discussing the implementation of standard bearers at AHQ Fans. I'd like to hear your ideas on the matter.
@wikingwideo wow! Now that’s a fascinating idea. We’ve used musician models in our games to represent sentries but standard bearers is a whole different thing and most exciting. Things that immediately spring to mind are conferring bonus’s to hit and/or to Bravery: a bravery buff would not come into play very often at all BUT a bonus to hit would have a massive impact. To go down this route we would say that each standard buffs models of the same race/faction. Other models belonging to that race/faction add one to their to hit rolls if they are within 12 squares of an appropriate standard and also have LOS. I’m very taken by this idea. Let us know if you try it out. I’ll have a further think too
@@jugsjapansunitedgamingsociety Also considering magical standards, such as some that prevent the use of spells, or require an additional intelligence test at a minus for casting spells in LOS of the standard.
@wikingwideo ah! It’s a very cool rules design space! Lots of opportunities for sure