mitchiemasha wrote:slev wrote:I changed it so that you can keep moving if also in a friendly deathzone. Much easier to track.
I like this, it makes perfect sense. The other hero is engaged in battle not you. if you end movement in the zone a Hero in the zone could then move away (if not moved), representing that the other Hero has engaged the Baddie!
It seems you're describing the original rule. Slev's tweak works differently: A model (Hero or Henchman) may move out of an enemy DZ if it is also in an "overlapping" friendly DZ. This means that a model is not necessarily required to move into an enemy DZ in order to release a friendly model from there. My revision goes back to the original rule.
Gold Bearer wrote:The art style.
Tables instead of cards.
D12s instead of combat dice.
Modular board
I believe it all boils down to taste and preference. Personally, I love AHQ for those same features, adding its solo mode to the list.
I haven't yet found another tabletop tactical dungeon crawler that delivers the same level of unpredictability and tension playing solo.Valnar Nightrunner wrote:I guess that HQ players are not AHQ players...
As someone once said:
"There are two types of tabletop dungeon delvers in this world: The ones who like HQ for its simplicity, and the ones who don't like HQ for its simplicity"AHQ is obviously more deep and tactical than HQ, but the rules are not that complex. It all depends on what is regarded as "complex". If HQ is the standard of complexity, then most tabletop dungeon crawlers that I know are more complex than HQ.
It is true that the vanilla version of AHQ is flawed and even broken, also that it needs a heavy dose of house rules to be playable at all. However, the system has enormous potential, and it can be easily modded. Some people (like me) may find it compelling rather than disappointing.
AHQ requires dedication. It is clearly a niche game, and it may not be for everyone.