I really wanted to like Henchmen at first, but I had several issues with them during my 4 Emperor's Decree sessions.
First, and most importantly, is the shared health pool. I don't mind the concept, but I am concerned about the emphasis on "no wasted damage." If all of the henchmen are in the same engagement, then it works. But otherwise... ugh.
For instance, in every single game I ran, I had to make up an explanation of how one arrow or pistol shot went through one beastmen and into another, killing both. Now, the first time that happened for each group, it was really cool and meorable for them. But then it happened twice in the same session--the second event actually brought groans and kind of spoiled the first occurance. And it really annoyed me after seeing it happen five times in just four sessions.So, should the "no wasted damage" apply to ranged attacks? I think not.
I also think that the "no wasted damage" should only apply to henchmen in the same engagement. In one session, I only had 2 beastmen left when the gor was killed. One disengaged and picked up the horn, but did not blow it because he would have taken a wound (since monsters don't take stress, something else that doesn't play as well as intended.) But before its next turn a player did enough damage to kill both remaining henchmen, even though he was only engaged with one. WWYD... kill them both, or only kill the one engaged and 'waste' the rest of the damage?
Since I mentioned stress... let's say a group of three henchmen want to do a second manoeuvre. Do they take 1 stress wound each (total of 3 to their pool) or 1 total as a group? I prefer the latter, but I don't like either as henchmen barely have any health in the first place. Maybe something like: henchmen can perform one manoeuvre for free before performing an action. Any additional manoeuvres before an action impose an additional misfortune die on the action. A henchman can perform a manoeuvre after an action only if it did not perform any manoeuvres prior to its action. Henchmen cannot perform more than one manoeuvre after an action.
Finally, henchmen suffer a double whammy to their wound threshold. Since "no damage is wasted" henchmen really get hosed with their damage reduction because their Toughness and Soak only applies once, even though the damage carries over. Maybe that's the intent, but it seems a little more cinematic that previous incarnations of WFRP.
Here's my suggestions to make henchmen a little better:
1) Damage carries over, but apply damage reduction each time.
2) Damage only carries over to henchmen in the same engagement
3) Damage from ranged attacks does not carry over
4) A group of henchmen acting together only suffers 1 stress wound total per extra manoeuvre (or a misfortune die, as mentioned above.)
Would the designers care to offer any commentary on henchmen?
Thanks!
Steve