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Question: Monster placement/movement on large bases

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Question: Monster placement/movement on large bases

Postby Oftkilted » October 8th, 2020, 10:55 am

How are monsters on bases larger than a standard 1”x1” base moved and/or placed?

How do folks address the modeling and base sizes for those as well?

For example, the Skaven Rat Ogre, which traditionally comes on a 40mm base (covering ~4 squares).

Do they need to be based on really small bases? How are others addressing the issue with placement?

As an example, Ogres (in the current GW range), currently are on 40mm rounds. Though they might be able to be done on 32mm, I don’t believe they could be placed on 25mm rounds.

There are also models that are on 25mm x 50mm bases (the wolves) are their movement based on movement from the front of the model? Do you need to account for turning radius?
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Re: Question: Monster placement/movement on large bases

Postby Mophus » October 9th, 2020, 5:25 am

There are no special movement rules for the Giant Wolf. You can measure the movement from any border of the base. The wolf can attack every field before, behind and beside its base.

I use a customized game board with 30 mm square fields. Big monsters stand on 40 mm round or 25*50 mm oval bases. The 40 mm round bases overlap just a little bit.


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Re: Question: Monster placement/movement on large bases

Postby Nyst » October 27th, 2020, 12:35 am

I'm also wondering how to deal with large bases on figures. I just sized a large Elemental for printing and the base needed to cover 2x2 spaces (on an original board) to size the figure similar to other elemental models that fit on a single space. Sizing the figure to a regular base makes it look child sized in comparison. I want to use it as an advanced summon from an Elementalist hero. With the size of it's base being so large, I don't think it will work in the game. I will need to figure out rules for it's movement and summoning as it wouldn't be able to move down some corridors. Does anyone have any ideas or experience with large characters and movement options?
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Re: Question: Monster placement/movement on large bases

Postby cornixt » October 27th, 2020, 10:12 am

In most other grid based games, you move it one square over for each point of movement, rather than two.


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Re: Question: Monster placement/movement on large bases

Postby Oftkilted » October 27th, 2020, 10:46 am

Based on some additional reading, It looks like moving models and addressing models that are on bases that cover multiple squares may be handled in the Barbarian quest rules?
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Re: Question: Monster placement/movement on large bases

Postby Zenithfleet » November 2nd, 2020, 3:52 am

Oftkilted wrote:How are monsters on bases larger than a standard 1”x1” base moved and/or placed?

How do folks address the modeling and base sizes for those as well?

For example, the Skaven Rat Ogre, which traditionally comes on a 40mm base (covering ~4 squares).


Having a look at the White Dwarf quest where the Rat Ogre appears (Halls of Durrag-Dol), its placement on the grid map suggests that the base is centred on a single square, and overlaps the surrounding squares but isn't considered to be actually covering them. In other words it seems to be treated as if it were on a small base. The Troll is treated the same way. Awkward, though.

In Space Crusade, Milton Bradley's 'space HeroQuest' from around the same time, there was a Dreadnought on a 2x2 square base. It covered four squares (rather than being centred on a single square), and it moved like anything else--one row of squares forward at a time, etc. But all the doors and corridors in Space Crusade were two squares wide, so there was never any problem with areas being too narrow to move through.

However, there was a rule about moving through doors that might be helpful: The Space Crusade board had some cardboard door arches that were physically too low for the model to fit under. The Dreadnought was therefore prohibited from ending its move halfway through a door. (Amusingly, the rulebook gave this a detailed in-universe explanation: the Dreadnought has to lower its chassis and can't aim its weapons properly while doing so, so it's programmed never to stop beneath a door, because that would render it vulnerable.)
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