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BattleLore: Heroes Expansion» Forums » Rules

Subject: Hero quests and Call to Arms rss

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Lawrence Lopez
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Albuquerque
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How do you add hero quests when using Call to Arms? Just throw them in for fun or is there a recommended method?
 
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Todd Rewoldt
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Loveland
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While I do have the Heroes expansion, I haven't really delved into it yet - and I suspect with the Goblin and presumably Dwarf armies on the horizon, it will be some time before I get into the rpg-ish nature of the game that Heroes introduces.

All that said, I belive you've got it. I'm hoping that FFG does develop the Heroes angles of the game, but for now with CtA, just adding the Heroes as another layer is the "official" way to go. Have them take up a War Council level and deploy them same as one would in other adventures where there isn't a pre-designated position for them - on any hex occupied by a friendly troop of compatible movement status.
 
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Steven O'Shea
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Woodland
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When we play we usually put a witch's hut in each players deployment area and a graveyard out in the middle of the field.

Just to clarify as well, you don't need to have your hero take up a War Council level. . . you just have to have a lore master (or commander) on your council to field your hero.
 
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Todd Rewoldt
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My mistake - I was blending the "joined the war council" rules with the on board Hero rules - I had thought it a "costs one level, but adds one level" for a net gain of zero kind of affair. It is after the Hero has retired from combat and moved on to the War Council that it takes its place on the war council sheet in the guest spot. Though instead of taking up a level of the war council, it adds a level to the corresponding lore master (so only costs 2 levels to field a level 3 wizard if one has moved a wizard hero onto the council, for example). Everyone who plays Heroes probably already knew this, but good for me to get on board
 
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