Hi anyone playing Solo AHQ? I use HQ cards & rules to do away with a lot of dice rolling during the Combat Phase. For me, it makes a better, more intense, flowing game
Be sure your sins will find you out.
|
How do you play (A)HQ solo? If you look at the DM map, you already know everything in the dungeon. Spoils the fun.
Just liked to know.
Eager HeroQuest newbie since july 2011 :D
Check my Custom EU format card sets! Ye Olde Inn | HeroQuest blog with lots of usefull stuff |
Administrator
|
AHQ uses modular board sections and thus the dungeon can be generated during play using by rolling D12's against a series of tables and charts which tell you how many Doors and Monsters, what furniture and which Corridors and Rooms to place as your Heroes explore. Rigid 'behaviour rules' tell you where to place monsters and what they do in combat WHQ has a similar but much more refined system which is card based and thus a lot easier to adapt and add-to as your collection grows This random dungeon generation allow the games to be played GM-less and/or Solo (but of course nothing compare to having a real GM set up the dungeon, describe the rooms and control the monsters)
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Administrator
|
This post was updated on .
In reply to this post by guzzi
Hello Guzzi, first of all Welcome to The Lost and the Damned Forum, please head on over to our Introductions Page and tell us a little about yourself and what brought you here so we can all welcome you I'm lucky enough to have a group of friends I regularly play RPGs and Wargames with so I don't play solo at the moment. I am however very fond of the HeroQuest combat system because it's fast, simple, easy to learn and as you said cuts down on dice rolling because hitting, defending and damaging are all handled in just 1 roll of the attacker's dice and one roll of the defender's dice and the results can be worked out instantly with out any complicated maths. IMHO one of the best combat systems ever devised. I'd love to hear more about how you play your games and any house rules you've come up with
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by MortiS-the-Lost
What I do is look at the Quest I want to play in HQ book, then decide which main features to include in my AHQ Solo game. For example, the Sir Ragnar quest, I put him in the first Quest room on the Room type table, then set off with my little group, using the AHQ rule of rolling on the GM turn after the heroes have been. I have simplified the AHQ matrixs quite a lot, done away with the Hazard Rooms, put a couple of the best of them in a special matrix for Normal Room Contents, as I felt the AHQ normal rooms were a bit empty. Lets face it, most of the HQ rooms visited have Somthing in them, IE; monsters, treasure chests ect. I made up new WM matrix, Lair & Quest room matrixs, using my HQ monsters plus various others gathered over the years. Using the HQ monster ref. cards, and similar cards for my heroes, does away with a lot of the dice rolling in combat. I just use the HQ combat dice. I get to play HQ proper about once per month with a little group, as you say, its better with a GM if you can find one.
Be sure your sins will find you out.
|
Administrator
|
Cool, do you ever use the 'The Maze' rules to play your solo adventures on the original HQ board?
Agreed, the original AHQ dungeon generator had a tendency to generate quite lot of empty and/or boring rooms, my personal favourite dungeon generation system is the card based system Warhammer Quest uses Cool, Me (and I know a few others) will be very interested to see some of your monster stats and rules
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
I haven't played the Maze so far, preferring to work my way through the HQ quest book. As I said, I started with Sir Ragnar. I laid out the first part of the dungeon using the Exploration Phase, but with one passage section only. One Hero usually rolls enough on movement to reach the T junction, then, looking one way, roll on Passage Length matrix, Passage End matrix, Passage Features matrix. My features matrix reads; 1-2, Goblin Bowman, (at far end), 3-6, one door, 7 nothing, 8-10 two doors, 11-12 wandering monster. If a WM comes up, he attacks the hero exploring. With 1-2, or 11-12, this counts as GM phase, if any other roll, GM phase comes. GM phase Matrix. 1-2 Trap, 3-10 nothing, 11-12 WM. If 1-2, or 11-12, I have a matrix for the Heros, ie; 1-3 Dwarf, 4-6, Barb., 7-9Wizard, 10-12, Elf. This tells who falls foul of the trap or WM. Roll for suprise on the trap, 6+ he spots it, under 6 suffers the consequences. For the Trap, 1-6 pit trap, 7-12 spear trap. Assuming there is a door in the new section, a Hero opens the door. Room Type matrix, 1-8 Normal, 9-10 Lair, 11-12 Quest Room. If a Normal Room, my Room Contents matrix, 1-2 nothing, 3-4 one WM, 5-6 two WM, 7 three WM, 8 four WM, 9 Chasm, 10-11, Statue, 12 Treasure Chest plus one WM. My WM matrix reads 1-2 Goblin, 3-4 Orc, 5-6 Skel, 7-8 Mummy, 9Zombie, 10 Troglodyte,(Super Monster, 11 Werewolf (supermonster), 12 Chaos Lord Skel (supermonster). For WMs in Normal Rooms, roll for suprise, Heros First, then GM. top roll places monsters. Heros put them far end of room, GM up close & ready to attack. For the Chasm, one TC plus one WM far side. Heros roll one Combat Dice to cross. If a Skull, fall in, lose one Body Point, any shield OK. Kill the WM, search for treasure. My TC matrix. 1 Potion of Healing, 2 Potion of Battle, 3 Potion of Restoration, 4-6 roll on traps, 7-9 empty, 11-12 200 Gold.
For Lairs, I made up a matrix of normal HQ monsters, Quest Rooms same plus Special Monsters Matrix, my Troglodyte, CLS, Werewolf & Cave Troll. These are big strong boys, with strong stats & four body points. I gusee one could use the Ogres from HQ if you had them. One could have a Rooms Furniture matrix if wanted, I tend only to use the piece of furniture that serves a purpose in any given HQ quest at the moment. Usually in a Normal Room, with some WM from their matrix. Phew, well I hope that is fairly clear, any queries, don't be afraid.
Be sure your sins will find you out.
|
Administrator
|
This post was updated on .
wow that's quite a wall of text you've posted, there are some nice rules in there, I hope you don't mind but I've taken the liberty of splitting up the text a little to make it more easily readable
I laid out the first part of the dungeon using the Exploration Phase, but with one passage section only. One Hero usually rolls enough on movement to reach the T junction, then, looking one way, roll on Passage Length matrix, Passage End matrix, Passage Features matrix.
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Administrator
|
In reply to this post by guzzi
cool, new monster types are always in demand around here - could you post the stats for your 'Special Monsters' and tell/show us what miniatures you use for them. I know a lot of people here including myself, mo123813 and LostamongtheBarrens would like to see them Page 45 of the Advanced HeroQuest rulebook has some Matrices for using the HQ furniture in AHQ which I've found very useful for generating random room contents in Normal Rooms. Pages 46-47 also has 'The Maze' rules which allow you to generate random dungeons on the original HeroQuest board
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
"wow that's quite a wall of text you've posted, there are some nice rules in there, I hope you don't mind but I've taken the liberty of splitting up the text a little to make it more easily readable "
Go for it, in a big way. Me I am MR Green with Computers. Mo, I know you!! Ye Old Inn?? As to the Super Monsters stats., Most have Move 6, Attack-Defend 4, Body 4 Mind 4. As to posting pictures? I don't know how, on this Forum. Anyway, like my favourite band, Coldplay, they have faces for Radio, not TV (monitor). Sacre Bleu, I just saw "insert image", so, here goes, The Troglodyte. This is one of several of this tribe.
Be sure your sins will find you out.
|
Here are The Terrible Twins
These two are Armoured up, looking like HQ Chaos Warriors. Enough kit to stop an 88mm anti tank shell. Skeleton heads, the one on the right has one boot missing, with a skeletal foot showing, immense!! They are my Chaos Lord Skeletons, & feature a lot in my solo quests. Move 6 Attack 4 Defend 4 Body 4. Mind 4 The Heavenly Twins, Caspar & Pollux
Be sure your sins will find you out.
|
Administrator
|
what company(s) are your miniatures from?
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Well thats a good question. I picked them up on ebay, cost 83 pence each, including post. All are metal, slotta fixing. First pic. LH four came as is, the others no paint, no base.
second shows those that came unpainted, no bases
Be sure your sins will find you out.
|
Administrator
|
In reply to this post by guzzi
BTW have you seen this thread: The Lost and The Damned - Game Rules and Backgrounds - Warhammer Fantasy - HeroQuest, Advanced HeroQuest & Warhammer Quest - new monsters!
-----------------------------------
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
Free forum by Nabble | Edit this page |