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Thread: Rules question: Henchmen experience

  1. #1

    Rules question: Henchmen experience

    How do you calculate the experience of a Henchman group if it has multiple members? Is the experience multiplied by the number of members in the group? The simple answer might be 'yes' but it turns out our Mordheim group interpreted it as 'yes' for some and 'no' for others! We scoured the rulebook and it was very vague on this; so, wise people of the internet, how do you normally run this?

  2. #2

    Re: Rules question: Henchmen experience

    multiplied for each member

  3. #3
    Librarian Tulkas's Avatar
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    Re: Rules question: Henchmen experience

    A group with say, three experience points and three members, counts as a group with nine experience. As far as I'm aware only animals don't get xp (oh and Zombies etc) all other groups use this way of calculating.
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  4. #4
    Chaplain Brother Fenix's Avatar
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    Re: Rules question: Henchmen experience

    Quote Originally Posted by shotguncoffee View Post
    multiplied for each member
    Maybe we have been playing wrong, but we don't multiply. If I have a group with three henchman. During the battle one of the group goes out of action, but one of the other two achieve some objective of the battle, say breaking through the lines on breakthrough. The group after the battle has (2) experience +1 for "the group" surviving and +1 for the objective (breaking through). We don't say then that the group has (6) experience (assuming the third member who went out of action doesn't die). We say the group has (2) experience.

    When recruiting new henchmen, if I roll an (8) on 2d6, I can potentially hire 4 henchmen for that group, pending group size limitations and my own amount of crowns.

    Wait, is this for warband rating?
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  5. #5

    Re: Rules question: Henchmen experience

    Probably for warband rating. And not multiplying could cause serious balance issues in warband rating.

  6. #6
    Veteran Sergeant z4carlo's Avatar
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    Re: Rules question: Henchmen experience

    We had this discussion a while back in my gaming group. We began by multiplying until somebody provided an ediable pdf roster which he found online, this pdf didnt multiply the warbands experience by the number of members.

    We looked hard to find if the rules actually came down on one side or the other of the discussion but it didnt. We couldnt decide unanimously between ourselves after quite a bit of debate so it whent to vote and the dont multiply's won it. Long story short...the main reason people were voting dont multiply is to make you pay with warband rating for being cheesy and having 4 diferent henchmen groups all the same with 1 member in each to increase your chances of getting lads got talent over those who (in most of our groups opinion) play it as intended and just take them in 1 henchmen group.

    We found that weather or not the henchmen were multiplied out or not was the least of our balance issues when realy its just the odd rediculous hero that is game breaking.

  7. #7

    Re: Rules question: Henchmen experience

    multiplying is the proper way of doing it.

    there is no valid arguement to support otherwise. Each model has its experience points which contributes to a rating. you dont just Ignore a models experience because its in a group with more. This will give warbands like skaven and orcs a HUGE advantage (and i mean freaking huge) where as warbands like the witch hunters, will suffer.

  8. #8

    Re: Rules question: Henchmen experience

    So this would mean that a henchmen group of 5 gaining 1 exp actually gains 5 exp and gets to roll for 3 advances?

  9. #9
    Librarian Tulkas's Avatar
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    Re: Rules question: Henchmen experience

    I.....


    ......


    'm not even gonna bother commenting.... (further)
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  10. #10

    Re: Rules question: Henchmen experience

    Quote Originally Posted by Whut View Post
    So this would mean that a henchmen group of 5 gaining 1 exp actually gains 5 exp and gets to roll for 3 advances?
    When the group gains one experience, you mark it on their sheet in the first open square. When you calculate the total group experience, you multiply the number of models in the group by their total group experience. You only get to advance if the group moves up to the dark squares.

    Example:
    A henchmen group of 5 gains 1 xp as a group, moving from 0 xp to 1 xp. Their total xp is 5 (5 x 1 = 5) for warband rating, but their group's experience level is just 1.

  11. #11

    Re: Rules question: Henchmen experience

    Ok, thanks brokenv

    Sorry Tulkas I'm new to mordheim (obviously) and I just don't know all the terminology yet (i.e. "total xp" vs "xp")

  12. #12
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    Re: Rules question: Henchmen experience

    each member!

    that said, 14 xp on a henchman with 5 advances and no skills is a horrible, horrible, toll on one's warband rating and does not at all reflect true worth on the field. that is why in coreheim we re-did the five advances / 14 xp into five advances 7 xp

  13. #13

    Re: Rules question: Henchmen experience

    Vanilla rules is just 4 advances for henchmen.

    The only part I don't like is the 14 total that prohibits buying replacements unless you get Triple 3's in Exploration.
    We house ruled that you could send your heroes to recruit members instead of doing rare trades at +2 xp per hero sent.

    Also, Flaggellants seemed broken, as they can only get 3 henchmen advances at all (maxed out on all others, and can only get +1 to I, A, WS) which either garunteed a Lad's Got Talent roll or forced you to house rule a "they can double up on one advance" or "can choose one combat skill" or something.

  14. #14
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    Re: Rules question: Henchmen experience

    uh, yea, 4 advances, many years since we fixed it =)
    still, don't you agree +14 to rating for 4 advances on a henchman is too much and leads to artificially inflated warband rathings?

  15. #15
    Brother Sergeant farnham's Avatar
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    Re: Rules question: Henchmen experience

    Flaggies have to take the +1 Bs, all that time stoning the sinners eventually pays off?
    Last edited by farnham; 17-04-2012 at 10:02.

  16. #16

    Re: Rules question: Henchmen experience

    I don't think that the 14 is too high regarding henchmen worth, but I do think that the henchmen experience/advancement in general is rather unfulfilling and dreadful. 4 random experience points that end up with flagellants getting BS, shooters getting attacks and Ogres waiting till everyone else is a Hero and there is no more room for there Lad's Got Talent Rolls leaves everyone disappointed. As soon as you get Initiative or Leadership as your first henchmen advance, without a doubt you hear "guess they are just cannon fodder now". I like the idea of a henchmen's disposableness, but on the other hand, if you get 4 perfect advances for your group, the 14 points seems low for their value. Swordsmen with 2 attacks, strength 4, WS 5 and Initiative 4 are fierce. Beastmen (possessed) with anything buy leadership increases are insane. My lousy 'ruffian' with Initiative, Leadership, Weapon Skill and Toughness is the biggest waste of space that won't fkn die.

    In short, the problem isn't 14, the problem is the henchmen system, as they don't have the room to make good on their 'bad' increases like heroes do with skills and equipment.

    I'd put henchmen on a D6 advancement System where they choose either Close Combat or Shooting charts, for example:

    CC - 1=Combat Skill, 2=WS, 3=T, 4=A, 5=S, 6=TLGT
    Shooting - 1=Shooting Skill, 2=BS, 3=T, 4=L, 5=I, 6=TLGT

    Henchmen only get one of each advance, including skills, and BAM! Henchmen are all fixed, 14 points is fair

  17. #17
    Cool thanks for the responses everyone! Luckily only one member of our group was calculating it wrong, but he did have a warband with near perfect upgrades that he's had to scrap...

  18. #18

    Re: Rules question: Henchmen experience

    FYI, if youve played 14 games and you have a hard time getting Triple 3's, then youre playing post-game sequences wrong.
    with my last warband I played, if I wanted trip 3's, I could get them every round. and thats just using equipment, nevermind academic skills.

  19. #19

    Re: Rules question: Henchmen experience

    I shouldn't have to limit myself to trip 3s for a new member, and we nerfed rabbit's foot out of exploration. After 14 games I'm aiming for 5's and 6's, not 3's.

  20. #20

    Re: Rules question: Henchmen experience

    not like you have to get trip 3s every single game. just to replace / add on when permitted. part of the games strategy, its not a fault by any means.

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