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Two attackers vs. one defender

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Re: Two attackers vs. one defender

Postby knightkrawler » October 31st, 2013, 8:10 am

Now that you mention it. Swarms.
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Re: Two attackers vs. one defender

Postby Daedalus » November 6th, 2013, 6:54 pm

I put a mob rule in for Zombies as a special ability-- reroll a missed attack result for each other attacking Zombie. Added to it a house rule that a monster ability is triggered when Morcar/Zargon plays a "Zargon" card generically from his hand.
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Re: Two attackers vs. one defender

Postby chaoticprime » November 6th, 2013, 7:42 pm

"Attack" should not be interpreted as you walking up and swing the weapon down on an enemy. Its a more involved process.


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Re: Two attackers vs. one defender

Postby Bareheaded Warrior » December 17th, 2013, 3:19 pm

An alternative rule could be to grant a passive bonus for surrounding an opponent. An attacker could gain +1 die for each friendly model in melee/adjacent to the defending model. That would grant +3 attack dice against a model surrounded on all four sides.


I agree with Goblin-King however I would add that only one of the surrounding characters can actually attack (presumably the most powerful) with the bonus +1/2/3 attack dice, the rest are threatening, posturing and feinting to distract the defender as, in practise, co-ordinating attacks between multiple attackers against a single defender is practically impossible.
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Re: Two attackers vs. one defender

Postby Beiren » December 21st, 2013, 5:57 pm

I brought up this rule, not to help the heroes, but to help zargon/morcar.

My ideas:
- If there are not that much monsters most gameplay is the same. First hero openes door and tries attack. Second, third and fourth come also in to finish of the job. That way, if this rule would be implemented the heroes get a little advantage because when there are little monsters, the heroes should clear the room before zargon/morcar can even attack.
- Because defenders keeps a minimum of 2 dice, monsters with 2 or less defensive dice don't lose a thing with this rule. So skeletons, goblins and orcs don't lose anything. Zombies and fimirs don't lose everything and chaos warriors and mymmies get halfed. But the heroes don't feel this rule in the beginning of the game, while at the end they suffer a lot. They aren't tanks anymore with their shield, helmet and chain mail. If they get attacked 2 sides, they roll 2 dice and 3 dice instead of 2 times 5.
- If a hero declares that he waits for a double attack and a college steps in. It is still possible that the monsters gets killed with the first attack. But because the hero needs to declare that he is waiting for a compagnion to step in, he loses his attack. The monsters don't (almost) have this problem, because the heroes lives almost never run out.
- When the heroes meet the end boss in a quest, most of the times there are other monsters standing next to it, So they lose there advantage of this rule.

That heroes wont to stand in the corner with this rule might be true. But with other rules you can keep the pace high enough.
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Re: Two attackers vs. one defender

Postby GimmeYerGold » December 25th, 2013, 4:41 pm

I have a flanking rule for this. It works for both Heroes and Monsters.

---------------
Flanking: When a figure is flanked, each flanking figure attacks the flanked figure with one extra attack die. To flank, a “flanking line” must be drawn from the center of one “flanking square” to the center of another “flanking square,” with a “flanked square” between them, occupied by the flanked figure. To successfully flank, both flanking figures in the “flanking squares” must be able to attack the flanked figure in the “flanked square.”
---------------

For instance, two Heroes with longswords can flank an orc when they're both diagonally adjacent to it, but not when one has a longsword and the other a broadsword. They'd need to be "cardinally" adjacent to the orc. There is no additional bonus if a Monster is completely surrounded. The bonus relies on each pair of heroes' flanking positions.

The rule works well practice, I got a flank, flanking, flank, flanking overload from writing the rule :p

(Borrowed from pathfinder's rule for flanking)


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Re: Two attackers vs. one defender

Postby Daedalus » February 6th, 2014, 11:15 pm

Upon rereading this thread, I thought about Monster Slaying Cost, a term canned by thequester here. From his program, a useful example can be derived and applied to multiple attacking monsters:

Against a Hero with 3AD and 5DD, one Mummy can be expected to cause .5 BP of damage.
Using a method from p.3 of that thread, it can be calculated two Mummies will cause 1.5 BP of damage.
Three Mummies will cause 3 BP of damage.
Four Mummies will cause 5 BP of damage.

With no flanking bonuses added in, Hero Quest already gives good advantage to multiple monsters attacking due to the fact that they keep pounding away. While a granting extra Attack dice with flank bonuses will certainly accelerate the process, so will adding monsters. A canny Morcar/Zargon player will concentrate attacks on a single Hero whenever possible, so that fewer Heroes will need to be dealt with afterwards and even more outnumbering can be exploited.
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