Showing posts with label First Light. Show all posts
Showing posts with label First Light. Show all posts

Monday, June 16, 2025

Battle Report: Operation: Hemlock- Heroquest (?!?)

Today, i am doing something very different.  One of the things I love about Heroquest is that you can be very creative with the system.  It can easily be re-skinned or home-brewed into a wide variety of games.  Today, I am going to try to re-skin it as a Warhammer 40K Inquisitor game.  Let's see how it goes! 

It has been awhile since we tuned into to see what our Throne Agents were doing in Operation: Hemlock.  Last we saw them, the Throne Agents had discovered a link between the Adaconite Smugglers and the Red Tower of Ammoriss.  they had infiltrated an Adeptus Mechanicus facility and inserted a data-demon into their system.  This began sending them intel.  

Father Robertus was able to sort through the data and began to put together links.  He quickly uncovered unusual activity being routed through a Guild House located in the Deff Islands, possibly as a clearing house.  From there, Sebastian Twist was sent ahead aboard an Imperial supply vessel.  The region was an active warzone, but the Imperial forces had a clear hold on Grig's Isle.  Fighting was still raging on Baron's Rest, and the Ork control Zone was simply known as "The Green Zone".  

Thankfully, the Guild House was on Grig's Isle near the Davros Mineworks.  Most of these outfits were "wild cat" and independent operations that popped up, went bust, and crumbled; until those involved tried again.  The Deff Islands was one of the rare sources of Adaconite that was not directly under the control of the Red Tower.    

Sebastian was able to establish himself with the gangs and other ne'er-do-wells quickly and easily.  They were his kind of people.  The local  underworld had mostly coalesced into an organization known as The Syndicate that was nominally allied with the Imperial war-effort. It did not take long for Twist to have his own operatives infiltrate the Guild Hall.  

Twist was joined on Grig's Isle by the rest of the team later.  However, at the safehouse they also found that the Inquisitor had provided a new asset in the form of a Combat Servitor.  That could prove useful. Shortly after the Throne Agents set-up shop; Twist lost contact with his agents within the Guild Hall.  They had hinted to Twist that they had found critical intel before contact was lost.   

Sgt Major Bathory decided that if they did not act quickly, their operation could be compromised.  The Throne Agents quickly assembled to raid the Guild Hall and retrieve the operatives. 

Forces: 

First off, I have decided to use my Heroquest Core set to play this game.  It maybe a bit of a stretch, but it feels like the Heroquest board will be a great way to simulate the interior of a Guild Hall building.  I plan on running the initial First Light scenario using the App, with a few modifications to the game rules that I will detail a bit later:

Sgt. Major Bathory 
- Dwarf- Crossbow 
I figured the best way to represent the skills of the Veteran Guardsman was using the Dwarf card armed with a crossbow in addition to the normal load-out.   

Father Robertus
- Wandering Monk
This seemed like the best way to flavor an Imperial Drill Abbot with the 4 elements representing the Imperial Faith. 

Sebastian Twist
- Rogue Heir of Elethorn
The Heirs ability to move through enemies seemed like natural fit for a spy like Twist.  Plus, the thrown dagger matches his fighting style. 

Codename: Gladius 
- Barbarian with Broadsword
As a Combat servitor, the Barbarian card seemed like the closest fit. 

From left to right: Sgt Major Bathory, Sebastian Twist, Father Robertus, and Gladius


The only real upgrade is for the Dwarf to get a Crossbow, still leaving these guys as mostly "starting" Heroes.  Therefore, the first scenario in the First Light campaign could still be an issue. 

Set-up
I will be using the base Heroquest rules and re-flavoring for the setting a bit.  I will be making the following replacements and adjustments: 

Goblins = Scavvies
Orcs= Gangers
Abominations= Gang Leaders
Dread Warriors= Skitarri
Dread Sorceror = Psyker
Gargoyle= Big Mutie


In addition, I am going to be using the Missile weapon rules for this game.  However, ALL enemy models will have a ranged attack equal to half of their normal attacks rounded down.  Therefore, a Scavvie has 1 ranged attack dice.  A Gang Leader has 1, but Skitarri have 2.  There are no missile troops in the First Light scenario but if encountered they would act as normal.  Therefore, in many situations it is still better to get up close and personal, Heroquest style.  However, some situations may dictate otherwise.   

No one can shoot at an enemy that is in base-to-base with an ally.  That includes models that are in adjacent/diagonal squares to a friendly model.  They also still use line-of-sight as if casting a spell to fire. 

I have also decided that Heroes have a shoot ability of their normal attack divided by 2 rounding up: 

1-3= 1
3-5= 2
6+= 3 

Again, normal line-of-sight applies and Heroes can not use ranged attacks on enemy models that are in base-to-base with a friendly, even in adjacent/diagonal squares.  However, the Combat Servitor will never shoot.  

Mission
I am using the first Scenario from the First Light supplement for this scenario.  I will use the App to run the game for exploration, terrain, and enemy location; but run enemies with the shooting rules above

The Throne Agents are attempting to locate the 4 spies they had placed in the Guild Hall to gather their intel.  They are going to be able to engage with a free hand, and are authorized to kill anyone who tries to oppose them.  

The Game:        
The Throne Agents quickly blast open the gate and storm the Guild House.  The Combat Servitor mindlessly leads the way, and quickly locks in on an enemy Mutant.  He easily rushes it and slashes it down before it can even react!  


However, the Agents are in for a surprise as a booby-trap detonates and blocks them inside the Guild Hall.  There is no easy ex-fil from where they came.  All ready the plan has gone sideways.    

Undeterred, they continue their sweep of the Guild House.  However, they quickly discover they were too late.  They discovered one of their informants dead, a scavvy and a ganger looking over his body their pistol's still smoking.  Bathory makes short work of one, while Father Robertus deals with the other.  Twist manages to get to the body and finds a small data-slate that is encrypted on the corpse.  Perhaps it is the puzzle pieces they were looking for? 




Gladius blasts down the next door with a powerful shoulder and barges into through the stronghold.  He and Robertus lead the way.  However, the Priest gets bogged down with a tentacled mutant while the others move ahead, seeping the Guild Hall.  

It isn't long before an alarm bellows out, and Gangers and Scavvies from other parts of the Guild Hall head their way.  Eventually, Father Robertus finishes his man but is pretty banged up.  Thankfully, the crew came prepared with some Med-Kits, which he uses to patch himself up with.    

The Sgt Major leads the team deep into the Guild Hall, where they find a pair of Gang Leaders.  They were interrogating one of the spies but apparently executed him when the alarm went off.  The team was too slow.  


It is a tough fight, but eventually Father Robertus uses the Word of the Emperor to finish the last gang leader decisively.  His faith is powerful enough to crush the muscled thug's skull with his Drill Abbot's Hammer.  

They quickly find the Guild Houses main office, and it is heavily guarded by Gangers.  Inside, a powerful Combat Servitor of their own is ready.  Gladius rises to the challenge and charges into the battle.  The presence of such a beast further confirmed the involvement of the Red Tower of Ammoriss with these smugglers.  Twist managed to infiltrate the room as the battle raged and fired into the Combat Servitor's skull execution style from behind besting the beast.  


The Throne Agents managed to sweep the rest of the Guild House clean.  Even their secret chambers were discovered.  The agents they were sent to locate were all dead.  Just as Sgt. Major Bathory feared.  However, they got there in time to secure incriminating data-slates, physical records and even some local script and golden Thrones currency. 

Like all rat's nests, this one had a secret back entrance that the rat's had used to escape.  The Throne Agents uncovered it and made their way out as well.  The ex-filtrated back to their safehouse to debrief, rifle through their new leads, and to tend to their injuries.  

Final Thoughts  
That worked out just fine.  I recently watched a play through of this mission that ended in a TPK.  I did not have that same level of difficulty at all.  My Monk got beat-up but the bonus Medical Kits provided by the Inquisitor (Healing Potions from Sir Ragnar) smoothed over the worst of it.  I did get pretty lucky on Treasure cards though, only 1 Wandering Monster and 1 Hazard!   

My Monk needed it after getting caught flat-footed by opponents at the end of the Heroes' turn cycle a few times.  Otherwise, the rest only took a point of damage here and there, but nothing life threatening.  This games MVP was Gladius the Combat Servitor as he rampaged through Scavvies and Gangers with ease!        

The group ended with a haul of 580 Golden Thrones, 2 Med-Kits (Potion of Healing), a gem worth 35, a one-use Refractor Field (Potion of Defense), and a Psyker's Brass Staff (Wizard's Staff).

Overall, I think that worked pretty well!  The shooting rules and such were not even needed.  Most of the time, the fights were close enough where shooting was not the better option.  The only one that shot much was Sgt. Major Bathory and a Scavvy once or twice.  Most of the time, the enemies/Heroes were within 1 square of a friendly anyway so you couldn't get a clean shot.  

I will have to take a look and how I can re-fluff the rest of First Light for my throne agents to keep on playing it. 

Until next time. 


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Monday, January 20, 2025

Review: Heroquest- First Light

 


Well, well, well...... look what I got in the mail.  I had no intention of buying this, but then I watched a review of it from Ash on Guerrilla Miniature Games and a walk-through of the quests on Always Board Never Boring.  

That changed my mind for a couple of reasons and I ended up ordering it from Target.com.  I ordered it on a Monday afternoon and got it on Thursday!  Zoinks.  Back in my day, you had to wait 6-8 weeks for delivery of games and stuff.  I used to have to order from the Mail Order Trolls from the GW in Baltimore because I lived in the sticks.  There was no FLGS.  This took 4 days, and it would have been 3 but UPS couldn't find my house.... because I still live in the sticks, just a different forest.  

Anyway, you all know I have the Heroquest Core set, because I have reviewed and painted it up.  Why would I need this?  Here is my weaksauce rationale: 

1. This is a lot easier to take to the local coffee shop or across country to play.  I recently took my Core Set across country and it was not easy.  Worse, I never even got to bust it out to play! 

2. This has a whole new set of quests that seemed pretty cool! 

3. New miniatures for the Heroes and that nifty "dragon-esque" monster.  They looked fun. 

4. The new Cavern board!  

5. More of the custom dice so we don't have to keep passing them around the table

6. I get a discount on Target.com

Like I said, they are weak sauce reasons, but they ARE reasons to get it.  So, let's dive in and take a look at what we get.  Grab your short sword, roll your red dice, and let's get moving! 

Huh, that is how you set it all up!

Things That I Liked

The new rulebook is flash!  It is very nicely done, super visual, snazzy, and glossy.  It looks good and covers all the basic stuff only better.  They also include some rules for the multi-square models because the Dragon thing is a two square model.  However, the rules themselves have never looked better.  I never really knew how to set-up all the components on the board..... until now! 

Did I mention that the board is two sided?  Once side is the traditional Heroquest board, and the other is a Caverns board!  It is great to get a new potential lay-out for quests!  The board itself folds down nicely, and is an actual board.  None of this paper map crap!  However, it is not as sturdy as the board in the Core set.  


The monsters are all card standees.  I have no real issue with this.  In fact, I think the art for the monsters look pretty cool.  Nice 2D representations of the furniture too.  Hard to tell the difference between a bookcase and a pantry though.  

In the back of the Questbook, they have the new lay-out in a grid for making your own quests.  I love that so, so much!  I have to get this digitized so I can start making me Shadow Over Innsmouth inspired Questpack!  The Traditional Heroquest board can be the town, and then the other side can be the Caverns beneath the village where the true evil lies!   



Things I Do Not Like

During the quest, you get to fight the Dragon in different forms.  I think you fight him 4 or 5 times in 10 or so quests.  Each time he gets tougher and there is a different twist, but it might get tiring fighting a guy over and over again.  I mean, almost none of the other NPC villains get that much board time!  

I am also not 100% sold on the miniature.  I think he is kinda derpy, but their is a reason he looks like a human/dragon hybrid and they explain it in the quest book.  That said, the miniatures are sold quality and I look forward to painting them all up!  


The movement dice are white with red pips.  Not cool.  The O.G. rules call them red dice.  This is a huge nitpick.  

This Quest seems to be using a "new" set of heroes different from the Core Set.  So, you can have a Varsity Team and a Junior-Varsity team.  The events in these quest supposedly take place at the same time as the Core set quests.  Alternately, you could just have the A-team handle this set of Quests before the Witchlord quests in the main book, and then tie them back in.  However, it makes me wonder how many adventuring teams is Mentor running at once?  Is he like the CIA?  

Meh and Other Uncertainties

The new quests have all ready been loaded in the App.   It is all ready to go for Solo or Co-op play with the App as Zargon.  Pretty fast turn-around time.  

There is a small dice tray, that can also hold all the standees in once you pop them out of the card.  Not sure it is big enough, but I am happy to have the little dice tray.  I am tired of my dice flying all over the board.  

The alternate sculpts for the heroes are nice.  I really like the ones in the Core Set, but these will make a nice alternative.  I wish they had made them boy-girl-boy-girl though.  A minor quibble.  

The minis are easier to get in and out of the plastic on this one, so if I paint them up they are less likely to face wear and tear.  


Final Thoughts

Did I need this?  Heck no.  Am I glad I got it?  Heck yeah!  It is worth it for the new board lay-out and quest book alone.  This adds a lot more replayability and portability to my Heroquest adventures.  Plus, some extra minis to paint is not bad either.  This is a hefty box that is packed full of goodies.  

It is also a big deal that this set is affordable and available at Target.com.  This makes it much more accessible for the fantasy curious out there.  It reminds me much more of the original Milton-Bradley version of the game in that it is a great entry point for people into the world of board gaming, role-playing, miniature gaming, and just fantasy as a hobby in general!  Hopefully, this will be a game-change like when Target had the X-wing start sets on the shelf for that game.  I don't love Hasbro, but I do love things that could expand the hobby and helps make it accessible!  

I look forward to taking this to play with my family on Holidays.  It will be much easier to move around than my Core set.  Less intimidating for them too.  It looks like a standard board game.  

Until next time! 



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