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Dedicated Defense/Dedicated Attack

Discuss new Rules for HeroQuest.

Re: Dedicated Defense/Dedicated Attack

Postby MadMickyG » June 25th, 2016, 6:36 pm

Gold Bearer wrote:Offensive (+1A/-1D) or defensive (+1D/-1A) and half movement rate in either.


When thinking of how you move in attack or defense, I would maybe roll standard movement dice, but use highest Die roll to move in attack stance (aggressive) and lowest Dice in defensive stance.
If you are in attack mode, you may not move far, but you will want to cover plenty of ground on the initial entry. How I see combat anyway. :2cents:

For the Elemental Wrath, if using a single Element, roll a CD to see if you lose an MP. You could roll a CD for each element you use in your attack (if you have them) and lose an MP on a Black Shield.
The more Elements used, the higher the chance of losing an MP, as it requires a lot of effort to focus.

You could even have it not require any of the spell cards to use this. This is if the Wizard has no spells left, but still packs some power, but risking losing MP. Wizards choice to use 1,2,3 or 4 CD.
Another possibility anyway.
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Re: Dedicated Defense/Dedicated Attack

Postby Gold Bearer » June 26th, 2016, 3:36 pm

MadMickyG wrote:
Gold Bearer wrote:Offensive (+1A/-1D) or defensive (+1D/-1A) and half movement rate in either.


When thinking of how you move in attack or defense, I would maybe roll standard movement dice, but use highest Die roll to move in attack stance (aggressive) and lowest Dice in defensive stance.
If you are in attack mode, you may not move far, but you will want to cover plenty of ground on the initial entry. How I see combat anyway. :2cents:
Makes sense but the attacking option is already superior to the defensive one when you consider that there's more skulls on the dice than white shields. On the other hand you could get the +1 defence dice on multiple enemy attacks, or none though if the monsters leave that hero alone.

Maybe two extra defence dice would compensate for the faster movement in the attack stance but it's not as neat and tidy as offensive (+1A/-1D) or defensive (+1D/-1A) and half movement rate in either.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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