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Heroquest remake by Hasbro - The BIG discussion thread

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Davane » February 15th, 2021, 1:41 pm

j_dean80 wrote:
Davane wrote:There's no lore for fishmen beyond random Chaos mutations in Warhammer, if I recall correctly, so these are probably from Citadel Miniatures BEFORE the big change in 1991. Citadel Miniatures and Ral Partha Miniatures had a mutual distribution agreement for all sorts of miniatures between the UK and US back in the day, not all of which were necessarily tied to any GW IPs...


Apparently they were in 1st ed.


Bit of a stretch using the term "lore" there, even if they were in 1st ed. Warhammer. Bear in mind, that 1st Ed. was very generic, before the big change, and the attachment even states that they were repurposed from the "Fiend Factory" column in WD. It's worth noting that "Fiend Factory" was actually a series of new monsters for fantasy RPGs like D&D, created way before Warhammer was even an inkling in GW's catalogue. When 1st ed. came out, it was, like Rogue Trooper, a means of using existing minis in skirmish and war games, and as such, it's sort of cyclic to argue that these are "Warhammer Lore", when at that point, Warhammer barely HAD any lore other than a huge pre-existing catalogue of minis from all sorts of genres...
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Davane » February 15th, 2021, 2:16 pm

Oftkilted wrote:I see that adding the dragon was literally part of that “world rewrite” as Hasbro doesn’t have license for any of the standard WHF. Sure, the mechanics could exist for the classic WHF universe HQ.

Given that HQ without WHF has no “back story” other than what exists in the Quest Books, what would you suggest “to make it epic”? It’s a reasonably standard fantasy board game, with relatively common enemies. (And it’s expanded into adding ghosts.)

Very few, if any of the fights in the core quest books can truly be classified as “epic”. Without actually seeing what was going to be going into the (now defunct) book with a dragon we don’t know if this is some more crazy plot, or a dread sorcerer with a transformation spell. Or a diabolical mastermind that just so happens to be the incarnation of the Evil Wizard Zargon/Morcar.


For me, most of the epic stuff in HQ occurs away from the board, to give the idea that the Heroes actions are having an impact on the wider world. Examples include defeating the Witch Lord (twice!) to stop the threat of a new army of Undead, rescuing the Emperor from Karak Varn, and recovering the Star of the West, the icon used by Rogar to rally the Old World against Morcar first time round.

Basically, epic is any point where, if you try to run a campaign, and you have that oh, my Goddess moment when you ask yourself "What if the Heroes fail?!"

When you look at the modules themselves, the DL adventures weren't THAT epic. The Novels helped, and a lot of story in the novels came from playthroughs of the modules, but the modules are fairly standard fare for fantasy campaigns. The actions of the Heroes of the Lance changed the course of the War of the Lance, but they took very little part in the War of Lance directly. Sure, they had their moments, but generally the Heroes of the Lance infiltrated the strongholds of the Dragonarmies, thwarted their plans, and more than often slipped out with most people not really knowing who they were or what they'd actually done.

D&D and tabletop dungeon crawlers may have a legacy from tabletop wargames, so it's often easy to think that you NEED to have heroes take part in massive wars for that sense of Epic - and that anything less than this isn't epic enough. This is simply not the case. The heroes are few, and having them survive on a battlefield without a significant retinue of Henchmen alongside them will, more as likely be LESS epic, than having the war play out as background to whatever exploits the party are doing. Both HQ and AHQ saw the game slow down as Henchmen were added to give the Heroes "meat shields" from being overwhelmed in combat by increasing hordes of monsters. Likewise, D&D originally recommended parties of 6 to 8, involving numerous "meat shields", especially at low levels.

Epic has progressed somewhat, so that adventuring, at low levels in particular, is more survivable - but any individual party isn't ever likely to survive long in any sort of conventional battle scenario bigger than your general skirmish. Heroes can take on specialist fights - such as castle raids and dungeon infiltrations - where the benefits of being in an army are significantly negated. Other than that, Heroes are there to fight against other Heroes or significant threats, with the battle itself being in the background, both to protect the party from the ignoble death from a "lucky shot" and players from the tedium of wading through hordes of creatures that literally can't hurt them.

Battles are epic in novels, because the authors get to control the story, and no matter how close the protagonists get to death, they can survive if the author wants them to. No so with with any sort of game mechanics - you roll enough dice and take enough chances, and sooner or later, one is going to finish off the party, and in any "epic" battle, there's going to be enough dice rolled to slant the chances of survival heavily away from the Heroes...
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby j_dean80 » February 15th, 2021, 3:31 pm

Davane wrote:
j_dean80 wrote:
Davane wrote:There's no lore for fishmen beyond random Chaos mutations in Warhammer, if I recall correctly, so these are probably from Citadel Miniatures BEFORE the big change in 1991. Citadel Miniatures and Ral Partha Miniatures had a mutual distribution agreement for all sorts of miniatures between the UK and US back in the day, not all of which were necessarily tied to any GW IPs...


Apparently they were in 1st ed.


Bit of a stretch using the term "lore" there, even if they were in 1st ed. Warhammer. Bear in mind, that 1st Ed. was very generic, before the big change, and the attachment even states that they were repurposed from the "Fiend Factory" column in WD. It's worth noting that "Fiend Factory" was actually a series of new monsters for fantasy RPGs like D&D, created way before Warhammer was even an inkling in GW's catalogue. When 1st ed. came out, it was, like Rogue Trooper, a means of using existing minis in skirmish and war games, and as such, it's sort of cyclic to argue that these are "Warhammer Lore", when at that point, Warhammer barely HAD any lore other than a huge pre-existing catalogue of minis from all sorts of genres...


Not a good source for Warhammer lore, but my point is they made them, and the new Abominations look quite similar. I will use them as an alternative model for Abominations (which I do prefer that name over fish man). My HQ will have Fimir and Abominations. Just need to figure out how to make the stats different.

I hate all the new models and will probably sell them off. I like the new board with 1” squares, I like the new furniture and doors. I hate the new artwork on the cards and will just use my old ones.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kurgan » February 15th, 2021, 8:56 pm

Right, so the HQ heroes are like this fantasy world's elite special forces sent on special missions, not frontline combat troops fighting in big battles. I guess you could adapt them for use in Battlemasters, where they could basically take the place of Imperial lords (knights). I guess a knightly Wizard could throw spells around, like a one man artillery piece!

The ending of Against the Ogre Horde does imply the Heroes are taking part in the war, whether their leading means actual leading from the front or more as commanding troops into battle from their strategy tent.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Davane » February 15th, 2021, 11:49 pm

Kurgan wrote:Right, so the HQ heroes are like this fantasy world's elite special forces sent on special missions, not frontline combat troops fighting in big battles. I guess you could adapt them for use in Battlemasters, where they could basically take the place of Imperial lords (knights). I guess a knightly Wizard could throw spells around, like a one man artillery piece!

The ending of Against the Ogre Horde does imply the Heroes are taking part in the war, whether their leading means actual leading from the front or more as commanding troops into battle from their strategy tent.


This is typically the recommended style of play for any sort of party-based adventuring game. In WFB, they would be the Heroes and special characters, not the combat troops. WD had a WHQ article about converting your WHQ character for WFB, but a lot of it is basically ad-hoc, comparing character abilities to others with similar abilities, and working from there. The WD article was fairly good if you want the heroes to lead or take part an army, and mechanics wise, you can make comparable heroes, lords, and wizards to what we already see in WFB.

IF a party takes part in a battle, it should be staged so that it's not a standard battle. Focus on the named targets, use challenges and duels to get to the epic fights, and describe the general carnage as background noise. Often, troops are the diversion that allows the Heroes to do their jobs as heroes. In any type of war scenario, the Heroes are more likely to be dropped behind enemy lines to attack the HQ, rather than to face the frontline troops head-on.

Alternative scenarios include city sieges, either in attack or defence, or guerilla warfare. Anything where the Heroes can encounter a small part of an opposing army, so the advantage of numbers is minimalised. If you REALLY want to see a party in a battle scenario, then you might want to consider looking into a skirmish system like Mordheim.

None of this is really HQ specific, but it's very rare to fight epic battles in dungeons, as the confined spaces often help to tilt things in the favour of the superior units - which is typically the Heroes. The Heroes can wade through Orcs and Goblins, Skeletons and Zombies, and everything else, because the dungeon restricts and protects the Heroes from the numbers of monsters. The "meatgrinder" effect is more akin to a fantasy Tom Clancy game, especially when you get options for ranged attacks, as the common tactic is to clear room by room, regrouping after each breach.

There's very few reasons why any adventuring party would encounter a full army. Armies are big, and take a lot of logistical support, so the Heroes will be able to detect and avoid them. If the party HAS to attack an army, it's normally by tackling a small portion of it, such as a scout patrol, a skirmish group, or by setting an ambush or using terrain so that they can focus on the objective of their mission, such as harassing their supply lines or sabotaging artillery placements.

There's no reason why you can't set HQ outdoors in various wartime scenarios, but a pitched battle is not what the Heroes are there for. If you think only taking part in pitched battles is epic, then you are doing it wrong. HQ isn't about pitched battles. Sure, the Heroes might charge in to a room full of Orcs, but in all honesty, even a room full of Orcs is going to be hampered by the confines of the dungeon, and the fact that the Heroes are effectively in skirmish formation, and can not only use terrain to their advantage to funnel the enemy into kill zones, but can also put up a formidable defence if they have to...
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Davane » February 16th, 2021, 12:14 am

j_dean80 wrote:
Davane wrote:
j_dean80 wrote:
Davane wrote:There's no lore for fishmen beyond random Chaos mutations in Warhammer, if I recall correctly, so these are probably from Citadel Miniatures BEFORE the big change in 1991. Citadel Miniatures and Ral Partha Miniatures had a mutual distribution agreement for all sorts of miniatures between the UK and US back in the day, not all of which were necessarily tied to any GW IPs...


Apparently they were in 1st ed.


Bit of a stretch using the term "lore" there, even if they were in 1st ed. Warhammer. Bear in mind, that 1st Ed. was very generic, before the big change, and the attachment even states that they were repurposed from the "Fiend Factory" column in WD. It's worth noting that "Fiend Factory" was actually a series of new monsters for fantasy RPGs like D&D, created way before Warhammer was even an inkling in GW's catalogue. When 1st ed. came out, it was, like Rogue Trooper, a means of using existing minis in skirmish and war games, and as such, it's sort of cyclic to argue that these are "Warhammer Lore", when at that point, Warhammer barely HAD any lore other than a huge pre-existing catalogue of minis from all sorts of genres...


Not a good source for Warhammer lore, but my point is they made them, and the new Abominations look quite similar. I will use them as an alternative model for Abominations (which I do prefer that name over fish man). My HQ will have Fimir and Abominations. Just need to figure out how to make the stats different.

I hate all the new models and will probably sell them off. I like the new board with 1” squares, I like the new furniture and doors. I hate the new artwork on the cards and will just use my old ones.


Citadel made a lot of minis, and there's no reason why you can't use any of them in HQ if you really want to. That includes all the minis that aren't even fantasy based.

As for Abominations (Fishmen or Gillmen?), there's only a certain number of ways to make bipedal fish, so of course there will be similarity between the models. Personally, the term Abomination is too generic for me - so many things can be classed as Abominations, that having Fishmen as Abominations seems a little weird, and a waste.

That said, I am not adverse to the idea of Fishmen, as the models remind me a lot of the Fishmen from Lovecraft - the name escapes me. I don't mind the idea of Abominations, as Fimir are GW IP, and needed to be replaced by Hasbro. I just hope that Fishmen get a decent background that fits in with what we know about HQ.

My biggest fear, if you can call it that, is that this is a cash grab by Hasbro who basically just change a few things to avoid infringing on GW IP and then abandons HQ completely. I dislike change for changes sake, especially when those changes aren't thought out properly, or given any sort of context at all. Hasbro could have changed Fimir to all sorts of things - many of which aren't anyone's IP. After all, the Fimir role is just extra muscle for the greenskins, so there's so many options they could have gone with to fill that role.

So why choose Fishmen? Hasbro owns the D&D IP, so they could have gone with Bugbears or Gnolls, Saurus-like Lizardmen or even Yuan-ti. You could flip through the D&D Monster Manual and find at least a dozen candidates for the Fimir role. Fishmen seems like an odd choice to me, and I am extremely curious to know why they chose them.

I'm not to adverse to HQ getting it's own world or becoming more D&D-esque. It's already fairly generic, so it wouldn't change much, but there's a lot HQ could do if the Fishmen are fleshed out more. Fishmen hint at Aboleths, psionic aberrations from beyond the stars, that are only a small step away from Illithids. Now, THAT's a quest pack I'd be interested in...

Plus, if Hasbro don't produce minis, the Wizkids D&D line are an excellent option, and there's a tone in the various D&D Adventure Games that might work well too...
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Kimarous » February 16th, 2021, 12:27 am

So why choose Fishmen? Hasbro owns the D&D IP, so they could have gone with Bugbears or Gnolls, Saurus-like Lizardmen or even Yuan-ti. You could flip through the D&D Monster Manual and find at least a dozen candidates for the Fimir role. Fishmen seems like an odd choice to me, and I am extremely curious to know why they chose them.

I remember seeing something about the the Abomination (fishmen) resemble a creature seen through the grate on the original Return of the Witch Lord cover. That said, upon reviewing said artwork, it's probably meant to just be an orc in shadow.
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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Pancho » February 16th, 2021, 4:46 am

j_dean80 wrote:Not a good source for Warhammer lore, but my point is they made them, and the new Abominations look quite similar. I will use them as an alternative model for Abominations (which I do prefer that name over fish man). My HQ will have Fimir and Abominations. Just need to figure out how to make the stats different.

I hate all the new models and will probably sell them off. I like the new board with 1” squares, I like the new furniture and doors. I hate the new artwork on the cards and will just use my old ones.

Let us know how you get on with the new stats for your abominations. A special rule to distance them from Fimir maybe?

I’m with you on the new edition. The new board, furnitures and doors are keepers. The dice look useful too. But the figs and cards are a disappointment. I like some of the models but they are too large/too different in style to use alongside the old set.
Ironically, the one figure that I think could be used with my old guys are the fishmen. They are quite nice sculpts and seeing as they are new monsters there’s no precedent for what size they should be. They could be used as hulking abominations larger than a fimir, and justify enhanced stats (and a dedicated fan-made quest pack perhaps ;) |_P )


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Pancho » February 16th, 2021, 4:51 am

Kimarous wrote:
So why choose Fishmen? Hasbro owns the D&D IP, so they could have gone with Bugbears or Gnolls, Saurus-like Lizardmen or even Yuan-ti. You could flip through the D&D Monster Manual and find at least a dozen candidates for the Fimir role. Fishmen seems like an odd choice to me, and I am extremely curious to know why they chose them.

I remember seeing something about the the Abomination (fishmen) resemble a creature seen through the grate on the original Return of the Witch Lord cover. That said, upon reviewing said artwork, it's probably meant to just be an orc in shadow.

I don’t think it’s an orc because it appears to have horns. I think it’s a generic looking monster a bit like the beast on the back of the UK Monster cards.


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Re: Heroquest remake by Hasbro - The BIG discussion thread

Postby Davane » February 16th, 2021, 11:07 am

Pancho wrote:
Kimarous wrote:
So why choose Fishmen? Hasbro owns the D&D IP, so they could have gone with Bugbears or Gnolls, Saurus-like Lizardmen or even Yuan-ti. You could flip through the D&D Monster Manual and find at least a dozen candidates for the Fimir role. Fishmen seems like an odd choice to me, and I am extremely curious to know why they chose them.

I remember seeing something about the the Abomination (fishmen) resemble a creature seen through the grate on the original Return of the Witch Lord cover. That said, upon reviewing said artwork, it's probably meant to just be an orc in shadow.

I don’t think it’s an orc because it appears to have horns. I think it’s a generic looking monster a bit like the beast on the back of the UK Monster cards.


The generic looking monster on the back of the Monster Cards appears to be a minotaur, which in Warhammer Lore, is a form of Beastman.

I am only mildly surprised that there was never an official Beastman EP for HQ, AHQ, or WHQ - as I would have thought that this would have been a no-brainer for cashing in on GW's Warhammer IP in a way that's not just generic...
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