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 Experience question

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Dozer
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Dozer


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PostSubject: Experience question   Experience question Icon_minitimeThu 25 May 2017 - 22:24

My game group has played Mordheim in the past but it has only been 1 off games and now we want to start a campaign . I will probably have more than a few questions for the community here but the first is about experience .

I was looking at the first scenario and the first line under experience is as follows -

experience
+1 Survives. If a Hero or Henchman group survives
the battle they gain +1 Experience .

Does this mean that if I have a henchman group of 3 and 2 are put out of action but survive they will still get +1 survive xp ? Or does this mean that only the henchman that was still standing at the end of the game gets +1 xp ?
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Grimscull
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PostSubject: Re: Experience question   Experience question Icon_minitimeFri 26 May 2017 - 1:10

First of all, you don't have to be standing at the end of the game to get the xp for "survives". Even if you went out of action (ooa), you'll get this xp as long as you didn't roll death on the injury chart in the post battle sequence.

BUT not every individial member of a henchmen group receives an xp each, the whole group as one gets to have a single xp. So it doesn't matter if one, two or all members of a henchmen group went ooa. As long as one of them doesn't die, the whole group gets one xp for "survives" per game.

There are certain advantages and disadvantages of big and small henchmen groups but you might want to figure them out by yourselfes. Cool
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Wyrdstone Dave
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PostSubject: Re: Experience question   Experience question Icon_minitimeWed 7 Jun 2017 - 9:25

Grimscull wrote:
There are certain advantages and disadvantages of big and small henchmen groups but you might want to figure them out by yourselfes. Cool

In case you haven't figured them out - having lots of small henchmen groups increase your chances of getting good advances (the best being "the lads got talent"). But the whole henchmen group can get wiped out in one battle. Having large groups reduce the number of advance rolls but improves survivability.

I usually start with henchmen groups of two. If one gets good advances I then increase its numbers. This can be hard to do after the group gets a few advances because you have to roll over a henchmen's current XP to recruit new ones to a group.

Its great that you've started a campaign. The advances and campaign elements are what makes MH the best table top game, in my opinion.
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frog
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PostSubject: Re: Experience question   Experience question Icon_minitimeMon 31 Jul 2017 - 23:38

each henchmen roll on the table separately on the out of action table. If one dies. Remove it from that group. But You cant add to that group again mind.. (once they have experience) or that would be cheating!

But they level up together. Which can be cool. But also annoying. As your stuck with what ever you get. Spread them out... Sacrifice when needed the ones u don't like! Haha keep guard the ones with good upgrades.

I don't think there is much advantage for having big or small groups its mostly Just easer for paper n record keeping to keep them all on one page!
You can have more fun with individuals is you spread them out. Given them all names and character types.
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Grimscull
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PostSubject: Re: Experience question   Experience question Icon_minitimeTue 1 Aug 2017 - 17:37

frog wrote:
But You cant add to that group again mind.. (once they have experience) or that would be cheating!
Of course you can. After each battle, roll 2d6 to figure out how much "experience" you are allowed to add to your groups. So if you want to add one member each to one group with 4 experience and another with 5, you have to roll a nine. If you only roll a six, you got to choose and if you roll a 2 for example you cannot add to one of the groups at all. Of course you also got to have the money to equip them in the same way as the rest of your group (and I think one goldcoin for each experience point additionally).
It's all in the rulebook!
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Athanatosz
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PostSubject: Re: Experience question   Experience question Icon_minitimeWed 2 Aug 2017 - 13:00

New henchmam recuits cost the base prize + 2gc/xp points+equipment. Equipment mast be identical to the owned equipment of the henchman group which he joins. In theory you have to buy weapons and armour and aren't allowed to give them from your spare ones.( we always forgott this soafter a while we house ruled it out.)
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