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The attached image depicts a game position that illustrates part of what I’m talking about in this thread. It’s from a random dungeon I played solo in 2019; you can see the original photo
here. The Heroes won the surprise and decided to storm the room after reducing the enemy with a fireball!—
we can see them acting as what they're supposed to be.
The henchman to the right already moved into the room, but he had to do it through the knight and wizard at double cost, which, given the speed penalties imposed by the armor he’s wearing, didn't allow him to advance any further (it's kind of an oops moment for him, actually).
On the other hand, the dwarf is active, moved through the other henchman behind him, and is advancing into the room but now has to decide where to stop. Note, for example, that due to the restrictions imposed by death zone rules, he can’t simply walk past the orc to his right to attack the character monster, so positioning matters. Also note how the situation allows for more than one course of action for both sides.
From my perspective, the spirit of AHQ (and old-school dungeon crawling in general) is more about these vivid details surrounding the execution of tactical actions in man-to-man combat—such as storming rooms or even dealing with traps—than what could happen outside the dungeon, including whatever reason why the adventurers are in a dungeon in the first place. Under this approach, tactical variety and playability in combat encounters matter more and come first.It all makes sense if we consider that AHQ was designed by a wargamer for an already wargaming company, in a time when roleplaying games were essentially wargames, with the intention of capitalizing on the success of D&D and HQ and introducing people to the fantasy wargaming hobby.
I mean, the game is more about fighting monsters and dealing with traps effectively than about the reasons why the adventurers are fighting monsters and dealing with traps in the first place, or which town or location to visit between expeditions. The latter is, in fact, completely irrelevant in AHQ, a game intended to condense combat-oriented old-school dungeon crawling into a board game.
Considering its context, then, AHQ is
at its core a skirmish wargame in a dungeon crawler setting. We could say it's a combat-oriented, tactical dungeon crawler in a board game format, the first of its kind. It’s a
pure dungeon crawler, though, focused on exploration, fighting monsters, and survival, with everything else abstracted, simplified, or randomized.
That’s where the game design mastery and art lie, in my opinion, not in imitating full-fledged adventure RPGs and trying to do everything those games do in a watered-down fashion just to end up with unpleasantly long setup times and a myriad of components I find daunting, as I've seen happen in certain, more modern boardgame “dungeon crawlers”. Those titles are obviously intended to be more profitable but miss the point of the genre from a game-design perspective, if you ask me,
and that’s why AHQ is such a unique and irreplicable gem to me from that point of view.
It’s really just a matter of going through the AHQ rulebook to see where the emphasis and focus are. The fact that the rules cover and tell us more about squad leaders, positioning, death zones, line of sight, initiative rolls, free attacks, and over-the-shoulder firing than the names of the towns or shops the adventurers visit between expeditions is quite revealing.
The fact that AHQ was designed to offer entirely random, solo-friendly quests with no storytelling or backstory beyond a brief mission description is also quite revealing. What are those games supposed to be about, then, if not pure exploration, monster fighting, and survival? We don’t really need backstories or overland travel at all to enjoy that kind of gameplay experience as intended in AHQ, do we? That’s what it came to reveal to us!Obviously, some tactical detail and variety were intended for the game, but they weren't well implemented in the end, as mentioned in this and other threads.
I mean, repetitive bottleneck combat doesn’t seem to be the main intention, but rather the result of applying principles and features like “realism” and “character fragility” in a rushed-to-market design, which is not rare with RPGs and board games at all, as far as I understand. That’s the justice I'm talking about here.
By the way, as noted above, the position in the image above was made possible by allowing movement through friendlies, which is a tweak I forgot to include in the features listed in a recent post above, but I just added it, along with a couple more items and insight into the reasons behind the proposed modifications. Any feedback will be greatly appreciated.