knightkrawler wrote:As for the Henchmen defend dice, my opinion based on WYSIWYG:
Swordsman: 5 = plate 4 + helmet 1
Halberdier: 3 = chainmail 3 + helmet 1; he should have 4, but we agree on what he wears.
Crossbowman: 3 = chainmail 3 + helmet 1; same thing.
Scout: 3 = light armor 1 + helmet 1 + shield 1, in effect, we agree.
The light armor would have to written up as a card, and the crossbowman and halberdier could be interpreted as wearing no helmet, as opposed to what you see on the figure and the card art.
HQ is not known for coherence....
I have actually amended the stats of all my henchmen to match what they are wearing and carrying. They all have chainmail, a helmet, move 6 and cost 75GC:
Swordsman - Greatsword = att 4/def 4.
Halberdier- Halberd = att 3/def 4. May attack diagonally.
Crossbowman - Crossbow = att 3(1)/def 4. attacks 3 at range and 1 adjacent.
Man at Arms - Broadsword and Shield = att 3/def 5. No scout abilities.
Other henchmen I use are Elf Spearman, Elf Archer, Elf Swordsman, High Elf Archer, High Elf Spearman, Dwarf Axeman, Dwarf Thunderer, Dwarf Scout, Dwarf Slayer, Halfling Archer, Peasant, Scout, Norscan Warrior, Ranger, Sargent, Captain, Wolf and Bear.
I have leather armour for purchase (250GC), which I guess is light armour. This gives +1 defence die, but the roll has to be a black shield to defend.