Ok, so - Once the barbarian goes berserk, he stays berserk - you don’t need to roll again for the rest of that combat. Also don’t quote me on this but I believe his kill counter resets at the end of each combat. When placing archers and other ranged monsters, you put them as far away from the heroes as possible while keeping to the same or adjacent board - so those Gobbo archers should’ve been placed in the t-junction the warriors came in from. You were also supposed to draw another event card after getting them, so those 6 Gobbo would’ve had the 3 skaven as backup. Also once a warrior goes down they can’t be attacked again, so the Minotaur couldn’t kill the barbarian like that. Should’ve saved your heal and picked him up again after he inevitably went down. As an aside, this make the cheap ‘healing hands’ spell overpowered as hell - so long as the wizard stays alive (and doesn’t roll a 1 for power) the rest of your party is functionally immortal - all KO’d by orcs? For just 2 power pick everyone straight back up again! It’s been years, but I think it was FAQ’d in a white dwarf that the elf starts with 1 adventure’s worth of arrows, and must buy them from then on. Edit: forgot to mention, since you’re playing the roleplay book, if you hadn’t noticed downed warriors are allowed to drink their own healing potions. Can’t cast spells though, so your wizard would’ve been SOL regardless. Shouldn’t have charged him face first into a Minotaur lol Having said that, this is great fun to watch and oh god I miss my copy 😭
@34:39 I noticed you rolled a double 3 for the Dwarf against the Minotaur but only took the highest value. For the Dwarf, if you roll a double you add the damage dice together (unless it's double 1). Then with the 4 damage, the wizard would have killed him.
I also might be remembering a house rule but you roll attacks one at a time so when the barbarian went down the second attack would go on the dwarf because he was still up because he won’t finish off a downed one when there’s still danger.
I'd really like to see a Blackstone Fortress / Classic Warhammer Quest Hybrid. I loved Blackstone fortress, but I found the adventures just a bit too long as the combats could ake ages and took a lot of effort to run, but I loved the procedural generation aspect. Maybe something with Quests that only take 30-45 minutes to complete? The hex map is superiour imo for Blackstone fortress but the squares in Warhammer Quest are a lot more aesthetic and classic dungeoneering!
Just saw your intro video of this classic game. Heads up about the Power Phase: From what I understand, it states somewhere in the rules (maybe advanced rules) that you cannot get ambushed by an unexpected event in the entrway to the dungeon(first corridor/hall).
Thank you so much for these Ash! If I remember correctly then a White Dwarf article mentioned that there is always an exit door in the objective room chamber.
::winces:: don't spread out the group; need to protect your Wizard..stack in an put him in a corner. Course you rolled a ton of ambushes which never helps. The Barbarian is too much of a loose cannon; might want to try a Witch Hunter or Wardancer. I liked the Pit Fighter because you could choose his improvements (giving him an extra attack is huge!) and I ditched his flail. Something tells me another dream-sequence is in effect...
I never played this game it looks super fun. So this is the second video in your WARHAMMER QUEST series that I've watched and I'm thinking that I would just "award" the characters max health and max power.
I’ve played a LOT of WHQ on the iPad and the tactics I use there work just as well for tabletop: You will do much better if you *NEVER* split the party up, meaning they should be marching around in a 2x2 square at all times (as much as possible). Front rank is Barbarian and Dwarf, back rank is Elf and Wizard, with the Wizard tucked into any corners to avoid base-to-base contact with enemies when you can. Never explore until the whole party is lined up to enter the new room as a solid group. WAIT TO EXPLORE until after you’ve healed up all party members, even if this takes several turns of getting enough power. This does risk rolling a ‘1’ for Power, but it’s worth the risk, imho. Always position the group to bottleneck monsters as much as possible. Just doing those few things can really improve your chances of success. Oh, and remove the d3 Minotaurs card from the Event deck. ;-)
I don't know if yyou find this playing solo, as I am currently playing this solo on my channel, is that you have sooooo much to remember. The four characters and their special rules, the monsters and their special rules and the general rules. I know I make loads of mistakes in my game but I don't mind as I am having fun with it.
I thought the barbarian’s kill count reset each encounter. So you need a 6 unless you’re more than one turn into the fight and he killed someone in the same encounter.
Yeah, I was thinking this: it's only monsters killed in that combat that you add, and once you get the bonus it sticks you stop rolling for the rest of the fight. Am also pretty sure you only hit friendly models with the Barbarian on a 1.
Love the series 😊. Just a quick note from previous game. When your Barb swings wildy he own damages heros not monsters adjacent to him. Deathblow can only go in one direction and monsters need to be left or right of each other not diagonal. I member seeing your barb doing a deathblow and there was a space inbetween monsters. Finally (this last one is up for discussion) but deathblow only happens if you kill it in one go, if a model has already been wounded, a deathblow cant occur. But the rules arnt clear on this bit. You may of addressed this in this video but thought id mention it before watching. Love the seties though 😊❤️
I take back what i said about Deathblow, apprently you can attack with spaces inbetween monsters as diagonally counts as adjacent too. Sorry for that. Love the content as always ❤️😊
It's all a dream! Love it.
Imagining a 90s sitcom dream wipe where you get wavy lines across the screen.
Ok, so -
Once the barbarian goes berserk, he stays berserk - you don’t need to roll again for the rest of that combat. Also don’t quote me on this but I believe his kill counter resets at the end of each combat.
When placing archers and other ranged monsters, you put them as far away from the heroes as possible while keeping to the same or adjacent board - so those Gobbo archers should’ve been placed in the t-junction the warriors came in from. You were also supposed to draw another event card after getting them, so those 6 Gobbo would’ve had the 3 skaven as backup.
Also once a warrior goes down they can’t be attacked again, so the Minotaur couldn’t kill the barbarian like that. Should’ve saved your heal and picked him up again after he inevitably went down. As an aside, this make the cheap ‘healing hands’ spell overpowered as hell - so long as the wizard stays alive (and doesn’t roll a 1 for power) the rest of your party is functionally immortal - all KO’d by orcs? For just 2 power pick everyone straight back up again!
It’s been years, but I think it was FAQ’d in a white dwarf that the elf starts with 1 adventure’s worth of arrows, and must buy them from then on.
Edit: forgot to mention, since you’re playing the roleplay book, if you hadn’t noticed downed warriors are allowed to drink their own healing potions. Can’t cast spells though, so your wizard would’ve been SOL regardless. Shouldn’t have charged him face first into a Minotaur lol
Having said that, this is great fun to watch and oh god I miss my copy 😭
Your spot on the rules
You nailed the rules, going through all them atm 👍
@34:39 I noticed you rolled a double 3 for the Dwarf against the Minotaur but only took the highest value. For the Dwarf, if you roll a double you add the damage dice together (unless it's double 1). Then with the 4 damage, the wizard would have killed him.
I also might be remembering a house rule but you roll attacks one at a time so when the barbarian went down the second attack would go on the dwarf because he was still up because he won’t finish off a downed one when there’s still danger.
More Warhammer Quest! :D
I'd really like to see a Blackstone Fortress / Classic Warhammer Quest Hybrid.
I loved Blackstone fortress, but I found the adventures just a bit too long as the combats could ake ages and took a lot of effort to run, but I loved the procedural generation aspect.
Maybe something with Quests that only take 30-45 minutes to complete? The hex map is superiour imo for Blackstone fortress but the squares in Warhammer Quest are a lot more aesthetic and classic dungeoneering!
"The wizard's gonna stab him!" Bold choice for that Wizard.
Really enjoying this throwback of Warhammer Quest! I broke my set out and started a quest of my own. Thanks for the videos and inspiration!
Hey I heard about this place called "The Fighting Pit", what could possibly go wrong.
Playing all your vids at 75% speed and finding it so much easier to follow! ;)
I just love your Warhammer Quest content. Can't wait for the next adventure!
Love me some old WQ. But if I remember correctly, you get a deathblow only if you kill an un-wounded enemy in one hit.
Just remember that a villiage only has an alehouse and nothing else. Go drinking its fun! Especially when you get greasy with some sketchy Kislevites.
Just saw your intro video of this classic game. Heads up about the Power Phase: From what I understand, it states somewhere in the rules (maybe advanced rules) that you cannot get ambushed by an unexpected event in the entrway to the dungeon(first corridor/hall).
43:03 pretty much sums up every GW game of that time.
oh boy I have a free morning. Time to binge GMG!
Thank you so much for these Ash! If I remember correctly then a White Dwarf article mentioned that there is always an exit door in the objective room chamber.
This is how I have been playing it!
::winces:: don't spread out the group; need to protect your Wizard..stack in an put him in a corner. Course you rolled a ton of ambushes which never helps. The Barbarian is too much of a loose cannon; might want to try a Witch Hunter or Wardancer. I liked the Pit Fighter because you could choose his improvements (giving him an extra attack is huge!) and I ditched his flail.
Something tells me another dream-sequence is in effect...
I seem to remember archers are place as far as possible away from the heroes.
I never played this game it looks super fun. So this is the second video in your WARHAMMER QUEST series that I've watched and I'm thinking that I would just "award" the characters max health and max power.
I’ve played a LOT of WHQ on the iPad and the tactics I use there work just as well for tabletop: You will do much better if you *NEVER* split the party up, meaning they should be marching around in a 2x2 square at all times (as much as possible). Front rank is Barbarian and Dwarf, back rank is Elf and Wizard, with the Wizard tucked into any corners to avoid base-to-base contact with enemies when you can. Never explore until the whole party is lined up to enter the new room as a solid group. WAIT TO EXPLORE until after you’ve healed up all party members, even if this takes several turns of getting enough power. This does risk rolling a ‘1’ for Power, but it’s worth the risk, imho. Always position the group to bottleneck monsters as much as possible. Just doing those few things can really improve your chances of success. Oh, and remove the d3 Minotaurs card from the Event deck. ;-)
Awesome blast from the past! i remver my wizard used to swiss cheese the dungeons with his pit spell..
What a brutal game! "We'll add new adventurers depending on who dies!" Nice and fatalistic.
Really been enjoying these old school videos lots of fun to watch 😁👍
Will you be making a Core Space Battle Report - The Spiral Arm Campaign: Mission 3 video? Cant find it if you have.
I don't know if yyou find this playing solo, as I am currently playing this solo on my channel, is that you have sooooo much to remember. The four characters and their special rules, the monsters and their special rules and the general rules. I know I make loads of mistakes in my game but I don't mind as I am having fun with it.
Damn, this old artwork in the book...
You should have an event on doubles in the power phase. Always having 1 power in the first round of magic is just back breaking.
Great Games! Thanks for posting!
There's a reason the rulebook says that the power phase was called the "roll a 1 phase" during playtesting LOL
Simply great!
I thought the barbarian’s kill count reset each encounter. So you need a 6 unless you’re more than one turn into the fight and he killed someone in the same encounter.
Yeah, I was thinking this: it's only monsters killed in that combat that you add, and once you get the bonus it sticks you stop rolling for the rest of the fight. Am also pretty sure you only hit friendly models with the Barbarian on a 1.
I used to call the power phase "roll a 1 phase". Glad to see nothing's changed😅
You should house rule it. Roll a second dice and event on doubles.
Loving this blast from the past. Did you forget to roll for the objective room treasure?
Thanks for playing the classic GW games for us Ash 😍
Aren’t you supposed to put missile troops as far away from the heroes in line of site?
I never heard about WarhammerQuest until Squidmar then led into your channel….all roads leads to Guerrilla Miniature Games lol
The point in the universe from which all games can be seen.
@@GuerrillaMiniatureGames I hope one day the game I’m working on will be featured in your channel.
Love the series 😊.
Just a quick note from previous game.
When your Barb swings wildy he own damages heros not monsters adjacent to him.
Deathblow can only go in one direction and monsters need to be left or right of each other not diagonal. I member seeing your barb doing a deathblow and there was a space inbetween monsters. Finally (this last one is up for discussion) but deathblow only happens if you kill it in one go, if a model has already been wounded, a deathblow cant occur. But the rules arnt clear on this bit.
You may of addressed this in this video but thought id mention it before watching.
Love the seties though 😊❤️
I take back what i said about Deathblow, apprently you can attack with spaces inbetween monsters as diagonally counts as adjacent too.
Sorry for that. Love the content as always ❤️😊
Maybe the dream had some deja vu happening.
Yeeeeeeeeees
I'll be watching this over paying attention in my work conference call....
Joe Flitton The correct decision :)
I know that this could be a longwinded answer, but what about this experience(solo WHQ runs) is your favorite, or would you say is the most fun?
Asking for 'research' purposes.
The post game. It’s always insane and builds a narrative all on its own :)
Love these Ash, more please dude!
Can't wait for this Pandemic to be over so I can come down with my posse of elves to beat some monsters with you.
Would getting the sword in the pit have helped?
your going to make a lot of people sad wen they go on ebay to buy after watching your videos lol
Thanks for the great video, Ash! Had a quick question... How do you store your WHQ miniatures? In the game box?
In a big pluck foam tray!
@@GuerrillaMiniatureGames Thank you!
Sorry Ash but those d6s are ice ice baby!!!
I thought you had to go to the tavern whenever you went to town... who doesn’t like drink
That might be a Trollslayer specific rule.
I kind of feel like the party was drunk ...
yes! YES!
in my opinion the minotaurs are too big. they don't fit in cages
I wish they would let me buy this game again, my copy was inherited and it's falling apart :(
They should rebrand this as dark souls. Such a hard game. 😀
What’s the covers you have on your cards please
#failbarian
I really love the look of the dark grey painted doorways. Do you remember how to paint them? They fit 👌👌👌