November 20, 2017, 09:10:44 AM

Author Topic: stretch of an idea  (Read 3730 times)

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Offline cjbennett22

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Re: stretch of an idea
« Reply #15 on: September 23, 2015, 05:01:54 PM »
I have attached a pdf of the excel spreadsheet that is letting me play around with the rules I think that will need to be tweeked to add to a warmaster campaign.  Only the four races me and my brother play as and own. I doubt I will ever find another player that would spend the time to play a campaign  LOL  when it happens I will upgrade.

Any idea from anyone to make it better?
Thank you all.

Offline Irisado

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Re: stretch of an idea
« Reply #16 on: September 23, 2015, 10:21:09 PM »
I've never played Warmaster, sadly, so I cannot help much with that.  What I can say is that it all looks very balanced and in keeping with the lore of the races, so from my perspective I cannot see anything obvious that would need to be changed.
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Offline cjbennett22

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Re: stretch of an idea
« Reply #17 on: September 24, 2015, 01:38:46 AM »
I have added the longsword back onto the armory list available to the warrior in case he wants to get the shield.

I have read the modified rules and I think I can add the "ranks" for a modified number of quests keeping the bottom three levels but with no henchmen, fledgling, champion and veteran.  Instead of henchmen I am going to add the +1 to the command at the veteran stage for warmaster play.  Easier for him to order troops forward.

Warmaster is the best tactical fantasy game there is and ever will be  :)
If you ever have a few spare gold crowns I would suggest picking up an army from ebay just to learn to play with a group.  Because you have plenty of people around you I'm sure that you could play a game with.  I only have my brother which I have tricked back into it.  Somehow my brother remembers this game and he thinks he might have played it but he was only a year and half older than me and I don't remember it at all.

You know what rule I can't find....spell casting.  Is a spell automatic?  Does the wizard need to roll against the mind points or anything like that to cast it?  It seems fair to automatically cast a spell successfully as they aren't too powerful but just curious as there is no mention of it at all.

Played a third quest, just a quicky again by myself to see if a hero is killed off.  This time as my warmaster heroes and the rogue/thief was killed by setting off the poisonous trap on the final treasure chest (rolled a skull), killing him but inside the chest was the elixir of health and the next hero used it to revive the other.  The next quest I will use the advanced rule, monster pool.  There was a couple of times when I thought a hero would die if there was one more monster in the room.  I am picking up the attack strategies as well and starting to very efficiently clear out the rooms.

at one point for the campaign testing I need to play a quest with just 4 warrior/barbarians as my campaign idea would allow for doing that.  I cant imagine it being easier but it does seem like a juggernaut force in this game.  Chaos races would do it a lot maybe throw a sorcerer in the mix.

Offline Irisado

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Re: stretch of an idea
« Reply #18 on: September 25, 2015, 01:32:22 PM »
There's nobody locally who plays any wargames these days, so I don't spend any money on wargames products any more, as they just sit there without being used.  It's a great shame, and I hope that this state of affairs won't last forever, but for the moment, that's the situation.

Spell casting is just as you say.  Place the card on the table, declare that you are casting the spell, and that's it.  Some more sophisticated spell casting was introduced in the Ogre Horde and Wizards of Morcar supplements, but for the basic game you are playing it correctly :).

Thanks for keeping us updated on how your play testing is going.
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Offline cjbennett22

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Re: stretch of an idea
« Reply #19 on: September 27, 2015, 03:11:29 AM »
Just played the lost wizard quest with the wife.  The 4 chaos warriors that are made of stone are hard as nails!!  the 5 total defend dice will defend a hit every time keeping them alive as long as possible.  They killed 3 heroes and then just for fun the warrior moved on and got killed 1 door later.

So far I have done 5 quests total and 1 hero has basically died in each one.  So I'm happy with the quests as is.  no needed monster pool rule to add monsters.

The gold is not nearly abundant as I thought so its actually kind of hard for the heroes to purchase more gear.  After 3 recorded quests the theif bought a shield and the wizard bought a staff.  Not all that helpful.

The wandering monsters make it scary to search for treasure too. A fimir popped out of no where last quest and put the thief down to 1 body point for example.
Just to be clear,  The American version of this game has 10 bad to 14 good cards so its almost a 50-50 chance.

How many of the expansions do you have irisado?  Which ones are a "must" own to add to the whole game best? I made the quest book for the kellars keep and that looks insanely hard with plenty of traps and a ton of monsters.  Some of the maps look really tricky with an Indiana jones boulder chase scene in one of them.  LOL
Which expansions should I avoid as they are just too rare and not worth it or don't add to the game all that much?

Offline Irisado

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Re: stretch of an idea
« Reply #20 on: September 27, 2015, 11:54:43 AM »
The British version of Heroquest is so easy for the heroes to win.  It seems as though the American version is much tougher on the heroes, which is a good thing.

There are differences between the expansion packs in Europe and those which were released in the US.  Here is a list:

  • Kellar's Keep
  • Return of the Witch Lord
  • Against the Ogre Horde (Europe)
  • Wizards of Morcar (Europe)
  • The Frozen Horror/Barbarian Quest Pack (US)
  • The Mage of the Mirror/Elf Quest Pack (US)
  • Adventure Design Kit (Europe)

I cannot comment on the US expansion packs, as I've never played them, but I own all the others.  If you can get Ogre Horde and Wizards of Morcar in the US, then that would be great, as they are very tough on the heroes and a lot of fun.  Return of the Witch Lord is better than Keller's Keep in my experience, as the narrative background is more interesting.
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Offline Stormwind

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Re: stretch of an idea
« Reply #21 on: September 27, 2015, 08:11:04 PM »
The US quest packs are super hard to get hold of from what I gather.

I have Heroquest as a watchword on eBay so I occasionally go looking for them.  I think wizards of Morcar is the most prized.
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Offline cjbennett22

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Re: stretch of an idea
« Reply #22 on: September 28, 2015, 12:44:02 AM »
I could find the punch cards in pdf and print them and glue them to a heavy gage card stock and then get my own models for the specific creatures and the quest books are available as well.  I doubt I would ever spend 300 on a board game  LOL

these people must think we are fools!

stormwind, what do you think about the heroquest/warmaster campaign?  fools erron or gold?  I see the heroes getting too powerful for a warmaster game.  As I see it right now a warrior hero could be +3 attack and a command of 10.

irisado, what are the rules in sharing items and gold?  I figured the heroes would be selfish and greedy and keep everything but what if the wrong hero gets the special artifact, like a wizard finding the soul sword?  The wizard runs out of things to buy really quickly and all of his gold can then go to another hero but no sharing right?  Can they share any items at all? healing potions etc.?

Offline Irisado

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Re: stretch of an idea
« Reply #23 on: September 28, 2015, 02:46:29 PM »
Gold can be shared by the heroes if the players agree.  They normally do, since it is in their best interests to cooperate with one another.
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Offline cjbennett22

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Re: stretch of an idea
« Reply #24 on: October 22, 2015, 12:40:00 AM »
FINALLY got to test 4 of my warrior classes on a quest.  Got two of them down to 1 hit point and one of the warriors should have been killed for sure but made some magical rolls in defense.  The other was saved by finding a healing potion for 4 hit points.  I think its a go as it is still not too easy to complete a quest.

During the campaign, before the spring deployment I will allow the players to send up to 4 of their characters, minus their general, on a quest.  They will be able to buy weapons and armor, each will make them better at the quests like it should and the weapons will give the characters a plus to their attacks in the warmaster games.  Then after completing 4 quests they will be granted a sort of knightship in the empire and for now will be granted a free minimum infantry unit of their race that will be "loyal" to that hero, any first order issued to that unit will be successful automatically but to that unit only and not as the brigade it may be attached to.  If this unit is killed during the campaign they can be replenished during the "re-enforcement" step of the winter season.

It even helps even out my total campaign game that includes man o'war fleets and battles because as the revenue is the same and you have more to spend it on I found during my test that I was constantly going with the fewest heroes to obtain the most amount of warmaster units I could buy.  This strategy made for poor battles as the fewest heroes cannot command an army forward very well.  But now it makes sense to make sure you have at least 4 heroes as they can then get their free units in return down the stretch of the campaign.

1 more question on the heroquest game.  Say your hero ends the movement phase on one side of a corner and on the other side of the corner of the hallway is a trap (maybe all the way down the hallway at the other end of the game board), if that hero searches for traps do you notify the player of the trap like normal or because they cannot see the trap (its around the corner) do you NOT notify the player?  I feel obligated to announce the trap just to be nice, but they cant see it right, so why let them know?

Probably just a judgement call of the game master.

Offline Irisado

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Re: stretch of an idea
« Reply #25 on: October 22, 2015, 09:29:26 PM »
Traps are only found on the length of passage that a hero can see, so if it is located on the first square around the corner, then the heroes will not find it.  Remember, the heroes have option to search the other passage and not to move, so they won't automatically trigger a trap that is around a corner.  It's their choice ;).

The campaign sounds as though it is going really well.  I really like how you are integrating these different gaming systems.
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Offline cjbennett22

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Re: stretch of an idea
« Reply #26 on: October 23, 2015, 04:13:23 PM »
the campaign stuff is me and my brother, we have both been trying to get something big going because we both wanted to play warmaster originally because of the grand scheme of it all.  Man O'War rules with Mighty empire campaigns will work but the fact remains that the game is inherently flawed.  I am finding out that the dwarf fleet is just the most ridiculously powerful fleet in the game and overall the game is not balanced well, FUN! but not balanced.

Instead of a campaign it is almost turning into a collection of games controlled by the campaign.  So if this all worked out and we were able to meet up regularly we wouldn't be stuck playing just one game but now three and we certainly wouldn't get bored.  still have yet to find anyone near me that plays either of these games and honestly wouldn't expect to  :)

Offline cjbennett22

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Re: stretch of an idea
« Reply #27 on: November 10, 2015, 01:55:47 AM »
wanted to post this here as well in case anyone was watching this thread.  I posted in the warmaster threads also.

I have attached my recently created rules to integrate hero quest into a warmaster campaign from the ME for warmaster campaigns rules revised by Helge Seetzen in 2001.

I like the idea of everything but largely untested as in I have not played a full campaign including these rules so more than likely I have not seen all of the situations or seen how players could just make some cheese to "cheat" the rules.

thank you Irisado for your help!  I stuck with heroquest as it is difficult enough but most of all, simple  :)  although I really really want to try a game of warhammer quest in my life!!!

Offline Irisado

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Re: stretch of an idea
« Reply #28 on: November 10, 2015, 11:16:29 PM »
You're welcome :).  I'm glad that I was able to help you, and that you are enjoying the campaign.

I haven't ever played Warhammer Quest.  I'm told by those who have though that it's very good.

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