So I've been having a couple of doubts regarding henchmen.
Henchmen are interesting because they have multiple "figures" per unit. They act as one unit, rolling only once and having only one action. However, this change in mechanics does bring up some interesting points.
Strength In Numbers
Henchmen gain one Fortune die to their rolls for each extra member past the first. So a group of 2 henchmen gets one Fortune die. A group of 6 gets 5 fortune die. That's pretty clear. However, do these bonuses translate to defensive actions, can they add additional misfortune die to active defense actions?
Damage Reduction?
Henchmen only use their Toughness for wounds, however, there's no mention if soak is reduced as well. Additionally, the application of damage across various figures is left a bit unclear. For example, do henchmen use their toughness bonus to reduce incoming damage? Does each "figure" have its own Toughness + Soak bonus that deducts from the incoming damage? Or is only one of the figures considered to be armored and all remaining damage is applied to the remaining figures?
15 damage applied to 5 henchmen with Toughness 4, Soak 1, for a total Soak of 5.
Case A: Single Soak
That would leave 10 damage to be applied to the henchmen, meaning 2 die and one is left with only 2 hitpoints.
Case B: Multiple Soak
That would leave 10 damage to be applied to the first henchmen, who dies from 4 wounds. Leaving 6 wounds. The second henchmen takes away 5 soak, leaving 1 wound that penetrates.
Case C: No Soak
The whole 15 damage goes straight towards killing off henchmen, leaving 4 dead and one with only 1 wound left limping along.
How many enemies in a henchmen unit?
Henchmen seem to count as one unit for the application of most rules. They are targeted by Melee and Range attacks as one unit, and that also seems to hold for most Action cards. So for example, in the case of the the Bright Wizard spell Great Fires of U’Zhul you're supposed to add one misfortune die for each enemy in the engagement. So take for example the case of a Bright Wizard lobbing the spell at an engagement with one Gor and 5 ungor henchmen.
Case A: If each henchmen figure is an enemy, then the wizard is rolling 5 misfortune dice.
Case B: each henchmen unit is an enemy, then the wizard is rolling one misfortune die.
So which is it? I'm sure there are other abilities or spells where this might come into play but so far I've only had it happen with this Bright Wizard spell. I'm presently siding with henchmen units count as only one enemy, as this would make this spell really weak in large PC groups.