I would probably be better for me to describe to you how a specific encounter will go and then go from there. The grande finale stage will be a beastmen camp where characters will battle for the lives of remaining kindapped victims and escape before the majority of the herd returns. I'm figuring on having five players at this session and so far I believe a Trollslayer, Smuggler, Initiate and Road Warden are definite, so a healthy mix of fighter types with a healer.
I was thinking of a Shaman along with some henchmen and maybe a few ungors as a balanced encounter, but have yet to play around with the balancing act that FFG seems to leave up to us. I'd first like to ask what you think? This will establish a minor villain at the end of the encounter in the form of either a Minotaur, or Wargor. The present company in the camp should be a challenge as it'll be the climax to the adventure. How many henchmen would you use? One group of five?
Now, along with this question I'd like to know how you use the henchmen "Mob". It seems that with five, say, ungors that they will act in unison and only one attack action will be made by the group, is this correct? If I'm right, do you simply keep them all engaged with one player, or do they split up and you simply "Describe" that one of the henchmen attacks as a general statement?? I hope this isn't too confusing. Essentially I'm trying to get my head around the idea of henchmen in that they act in unison with only one attack per turn? I would really appreciate any sort of descriptive you can give me to help envision this.
Thanks!
wOOkie