Ran our first session last night and have a few questions re npcs.
As I understand it henchmen are divided into groups the same size as the players, with wounds equal to T*number in group. They gain a bonus fortune dice to hits equal to the number of them in the group.
I'm running a very small game with two players. One is playing a pit fighter (str5, greataxe wielding combat monster who seems to deal and average of 14+ damage pre soak) and the other is playing a messenger (pretty balanced).
Last night I threw two packs of henchmen each of 2 mutants at them:
- Is it correct that both packs share the same pool of A/C/E regardless of the numbers and the amount is what is liisted in the monster entry. This seems pretty weak.
- The pitfighter dispatched his "pack" in one swing and even the messenger, who has little by way of combat manouvres, cut through them like they are paper. Is there something I am missing? It just seems waaaaay to easy to chew through henchmen (which i suppose is the point but takes away the gritty nature of combat and makes it more high fantasy???) . Should i be increasing the numbers of them or using them as individual combatants with their full wound quota?
- I also understand that they all share the same pool of active defences (dodge parry etc) and special attack actions. Is this correct or is it each "pack" of henchmen has it's own pool of moves.
- If not should i be removing one recharge token per pack?
I'm trying to keep combat as gritty as possible and its likely I have misunderstood something in the rules so any clarficiation would be appreciated. Failing that advice would also be welcomed.
Thanks in advance
Don