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Cheatures stands.

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 When I have a group of creatures of the same kind are they represented by a single standup figure?For example if six beastmen are against four heroes I will make a group of four beastmen represented by a single standup and the other two by another standup,right?

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That depends if you want those four beastmen to be a gang of easy to kill mooks (ie- Henchmen).

If the other two are supposed to be a bit tougher, I would use a different standup than the Henchman one. Just for visual clarity.

Heh heh... CHEATures. I've gotta use that one sometime. gran_risa.gif

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Ideally each grouping of creatures should have it's own stand.  A group either being 1 collection of henchmen, or 1 individual model, like a boss.  Though you could also use 1 stand to represent to similar units that are working together in a group but aren't henchmen.

What I've discovered works really well is I use a stack of poker chips to represent the number of models in a group and set the standard on top.  If you use real poker chips the creature standards fit in perfectly.  It makes tracking henchmen pretty easily visually and also stops the group from asking - how many are left all the time.

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Kryyst said:

What I've discovered works really well is I use a stack of poker chips to represent the number of models in a group and set the standard on top.  If you use real poker chips the creature standards fit in perfectly.  It makes tracking henchmen pretty easily visually and also stops the group from asking - how many are left all the time.

That's an EXCELLENT idea.

I may just use a stack of Stance Rings, since I don't use them for anything else, heh.

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While you *could* have a henchmen group consisting of only a single creature, the purpose of henchmen is to represent a group of 'lesser' quality creatures that are acting as a group/mob.  A henchmen group should normally start with at least as many creatures in it as PCs (give or take).  Through attrition, they'd obviously be whittled down to a single entity at some point.

I would not recommend, however, starting the PCs against henchmen acting singly.

Identifying henchmen groups by using multiple models *might* work, although it depends on the number of henchmen that are in the henchmen group.  If you have 3 groups of henchmen and 5 PCs, you've got 15 enemy models, clustered and acting in groups of 5.

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Necrozius said:

 

Kryyst said:

 

What I've discovered works really well is I use a stack of poker chips to represent the number of models in a group and set the standard on top.  If you use real poker chips the creature standards fit in perfectly.  It makes tracking henchmen pretty easily visually and also stops the group from asking - how many are left all the time.

 

 

That's an EXCELLENT idea.

I may just use a stack of Stance Rings, since I don't use them for anything else, heh.

 

 

Indeed! A great suggestion. I just ran my first big encounter (the beastman fight from The Gathering Strom), and this would address a couple problems with managing the henchmen that I had.


Identifying henchmen groups by using multiple models *might* work, although it depends on the number of henchmen that are in the henchmen group. If you have 3 groups of henchmen and 5 PCs, you've got 15 enemy models, clustered and acting in groups of 5.

This, sadly, is what I accidentally was doing. It was a mess and caused confusion rather than resolved it. (I misunderstood the henchmen rules, too.) Using one stand with chips (or stance rings) to represent the count and clearing wounds when a henchman falls should keep things pretty organized. I'll have to try it.

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