iKarith wrote:Davane wrote:iKarith wrote:Yeah, AHQ is really meant to be played with HQ from what I can tell, so that's fine. And I have to make custom cheatsheets anyway as I need to be able to read them.
On the contrary, AHQ is a complete game in it's own right, and the supplemental information for using HQ components with AHQ takes up 3 pages of the 62 page rulebook. It's just that a lot of fans have both AHQ and HQ, and as such, they favour combining the two to the point at which they seem like both are always being played together. If anything, the AHQ rules were designed to supercede the HQ rules, to the point that it includes rules for playing the HQ Game System Quest Book using the AHQ rules, and the four Heroes from HQ presented as AHQ Heroes.
Yeah, so they tell me. But you have encounters against a whole bunch of things that aren't in the box (but are in the HQ box) and a bunch of optional rules to use the HQ furniture and other stuff, rules for bringing characters and things from HQ to AHQ … For being its own thing, it's kinda pretty significantly actually but not technically dependent upon having access to a Game System box full of stuff.
Of course you could just make an absolutely large sum investment in Citadel minis instead of buying HQ. I mean, GW would've loved if you did. But I really do think they assumed you'd have a Game System to pull from, and sure enough, I don't know any AHQ owners who don't also have HQ.
Not really. AHQ has monster information for a lot of different types of Skaven, not all of which come in AHQ, but are in the Quest. It also has information for a lot of monsters that are not in either the HQ or AHQ boxes, but were part of the citadel miniatures range. There is a wandering monster matrix for the HQ monsters, but it is listed in the HQ section - the rest of the time, monster matrices are defined by the Quest. Terror in the Dark included generic monster matrices for various types of themed monster dungeons: Skaven, Undead, Orc, Chaos, Beastman, and Mixed dungeons.
Basically put, whilst AHQ worked better with HQ, you weren't missing a lot without access to it, and AHQ was more than playable in it's own right. In fact, you'd find yourself not even noticing the HQ stuff, since it's basically details on how to randomly generate a maze-like level using the HQ board, rules for furniture, which just puts maybe an extra feature in rooms, and rules for the HQ heroes and playing the HQ quests using AHQ rules.
As a note, I actually got AHQ BEFORE I got HQ. AHQ was pretty much the first game I ever got, and it was a gift. Unfortunately, it was at the end of it's print run, TitD was already out of print, and it was when WD 145 was release (my first WD had the last HQ quest in it!)...