Page 2 of 2

Re: Ogre stats for US?

PostPosted: November 11th, 2018, 10:51 am
by wallydubbs
Anderas wrote:That,
or expecting the heroes to spend all the money on mercenaries.

I mean.
Think of a Elf solo quest with one Elf. And 12 Mercenaries. :lol:


I don't think one is allowed mercenaries in AtOH or MotM... Although that might certainly make things easier. According to you, Admiral, at what point do you allow the heroes to hire mercenaries?

Re: Ogre stats for US?

PostPosted: November 11th, 2018, 10:59 am
by Stoner81
Personally I allow the Heroes to hire Henchmen once they:

1. Return all the gold from Prince Magnus in the original quest book.
2. If the don't do the above then they have to wait until completing the first set of original quests at which point they can hire them.

Gives them something else to spend gold on in the earlier days of questing :D

|_P |_P |_P

Stoner81.

Re: Ogre stats for US?

PostPosted: January 10th, 2019, 10:36 am
by wallydubbs
Someone once suggested in another forum to move The Trial up as a later quest, use that as a doorway to hire mercenaries.
The Trial is too difficult as a first quest for unequipped heroes; by moving The Trial up you give the heroes a chance to gain potions and equipment to survive; as a reward you name the heroes "Champions" and give them the ability to hire mercenaries, that way you won't have to change the quest's name.

Re: Ogre stats for US?

PostPosted: January 31st, 2022, 5:19 pm
by Fullork345
wallydubbs wrote:
Fullork345 wrote:Has anyone tried ATOH with the EQP Ogre health points? I'm curious to how that would go.

I've playtested it, the heroes managed to get through the first quest, but all died in 2nd one, using most of their healing potions on the first 2 ogres.

In fact, I think everyone's better off playing the Elf Quest Pack with Ogre's using the stats from AtOH. It's more consistent and to compensate, I only give the heroes half the gold in the treasure chests. I mean, really 800 gold in one chest? This game was played expecting the heroes to die.


I wonder if it was ould go better with the new heros. Druid with a battle axe hits hard, warlock also hits hard, bard is good support, knight commander is a solid tank.

Re: Ogre stats for US?

PostPosted: January 31st, 2022, 7:52 pm
by Jalapenotrellis
wallydubbs wrote:
Fullork345 wrote:Has anyone tried ATOH with the EQP Ogre health points? I'm curious to how that would go.

I've playtested it, the heroes managed to get through the first quest, but all died in 2nd one, using most of their healing potions on the first 2 ogres.

In fact, I think everyone's better off playing the Elf Quest Pack with Ogre's using the stats from AtOH. It's more consistent and to compensate, I only give the heroes half the gold in the treasure chests. I mean, really 800 gold in one chest? This game was played expecting the heroes to die.


We are one quest from finished and just used variable body points as written. Used NA rules with exceptions for the falling block trap switched to UK rules, made stone door attempts an action. The expansion wasn't that hard except for the Pit of Chaos..and even that could be done with no equipment loss if strategize properly.

I do not see why these ogres need to be the same as the ones in the Elf Quest Pack. I plan to use those new Ogre stats when we get there. They have fewer defense dice and one extra mind point. I felt the ogres died too quickly in Against the Ogre Horde. The Lord got 1 turn...