HeroQuest Against the Ogre Horde - A Deep Dive Into the Quest for Zargon Only | Spoilers | Sponsored

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Always Board Never Boring

3 ай бұрын

Always Board Never Boring is back with his fourth and final video dissecting different elements of Against the Ogre Horde, the newest expansion for HeroQuest. This time he takes a deep dive into the 10-part quest, revealing all the secrets.
This video contains full spoilers and is for Zargon's eyes only!
Here are some time stamps:
00:00 Intro
00:45 The plot
02:09 Quest 1
03:18 Quest 2
03:41 Quest 3
05:42 Quest 4
09:40 Quest 5
12:14 Quest 6
13:05 Quest 7
14:03 Quest 8
15:16 Quest 9
16:58 Quest 10
19:11 The review
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Пікірлер: 55
@EriktheRed2023
@EriktheRed2023 3 ай бұрын
Mission 10 clearly calls for your best Graham Chapman impersonation: "Run away!"
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
It's tailormade for Brave Sir Robin.
@scottbaker2451
@scottbaker2451 3 ай бұрын
Cool! My copy arrived today. Took a snap next the old one. Fast forward 31 years!
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
It's very strange and cool to see the old HeroQuest expansions coming back to the table after so long.
@jesternario
@jesternario 3 ай бұрын
Thought; take a look at how they did Gruzbella, and apply the changes to the Ogre lord during his fight. That could work to make that fight better.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Yea, I think you need to remove some of his bodyguard - you don't need that many meat shields - and then give the lord some more interesting operations and a multi-phase. That way the final fight will be much more interesting.
@Foxomatic
@Foxomatic 3 ай бұрын
Can't wait to play this in about 10 years. Got all the packs, but as a group, we have only just made it onto the first expansion after completing the main quest. We love it, but only play now and then.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Ha, yes. With eight quest packs already, there really is a heck of a lot of HeroQuest to get through!
@jaredlucev2705
@jaredlucev2705 2 ай бұрын
Pixie would also work well for rooms that have a trap right on the other side of a door, since you are outside the room and can't search that square normally.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 2 ай бұрын
Someone else suggested this, and I don't think the spell works particularly well for that. It would indeed reveal any traps immediately beyond a door, but when would you know to use it? The first door you open? The third? The ninth? The situation with the orc archers behind pit traps at least "feels" a bit suspicious and might make heroes think they should test the room, but in most cases where a trap is behind a door, it's just there, with no warning. Plus, while some dungeons have traps on the other side of a door, it's a pretty bad design choice and not hugely common. I would say across the core game and all expansions the instances average out to maybe once per dungeon. So, I would say in probably 95 percent or more cases you would be wasting the spell, and leaving your druid out of position for any ensuing battle. So, while it works for that, and some other particular circumstances, it still feels to me like a much better idea to keep a healing spell in your back pocket.
@EnDungeoned
@EnDungeoned 3 ай бұрын
I think it's fine for the expansions to get harder as we get more of them, we need to be able to challenge Heroes that have played through previous Quest Packs. However I think it would be nice to include a paragraph or 2 somewhere in the book explaining a few simple changes to make certain encounters easier or harder based on how many Quests the Heroes have completed. Like a lot of the old D&D 3.5 Adventures. Install Healing Potions every 10ft and replace the Troll in area 10 with a small wounded kitten for lower level PCs or double the Hit Points of all the Orcs in Area 14, given them a level in Rogue, replace the Goblin in Area 19 with 2 Orges and increase the number of Kobolds in Area 23 to 104 lead by a Red Dragon for high level PCs
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
I have no problem with quests getting harder, my main issue here is they just did a straight port of the missions without (in my opinion) fully considering the implications of the transition from the European rules to the American rules. They are almost two completely different games, and I do think that needed to be factored into the mission designs more carefully. There's challenging, and then there's not fun, and I think some sections of some of these levels fall on the wrong side of that line simply because of the differences in those rules.
@Valentine82
@Valentine82 3 ай бұрын
This is the video I have been waiting for!
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
I hope you find it interesting.
@Malcadon
@Malcadon 3 ай бұрын
If by "takes a leaf out of Red Sonja's Guide to romance" you mean "Death by Snu-Snu", cuz I'm all down for that! 😜 Yeah, this would require some adjustments on the Evil Wizard Player... but what is new? I can see how the Big Boss Battle can be retooled for work with the new rules, were Ogre Lord Ekur kickback as the Heroes take out this bodyguards (with just two basic Ogres or one big Ogre) and after that the Ogre Lord goes though Multi-Phasing fighting, like with Gruzbella. That would be be better. As for the monster spawn at the end, I can see it work like a Summon Orc spell, but: 1, 2, 3 = 1 Orc; 4, 5 = 2 Orcs; 6 = 3 Orcs. Same effect, but with a less chance of Orcs piling-up too much. (Although, I'm imagining the Barbarian shooting the stairs to destoy the "spawn tile", due to the player playing too much Gauntlet back in the day. LOL)
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Red Sonja would never be with a man unless they first defeated her in combat. I definitely think this is a mission where Zargon will have to keep adjusting things on the fly (which, yes, is nothing new, but I think it's a more pressing requirement in this one). It might be necessary to remove some monsters on certain maps just to stop the game becoming an absolute chore. Fighting through 10 dread warriors, 2 ogres, and 3 abominations in just four rooms is going to take a lot of time and potentially take the wind right out of the adventure.
@PeeGee007
@PeeGee007 3 ай бұрын
Informative and helpful vid, as always. Thanks
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Thank you. I'm glad the video was helpful.
@Mailed-Knight
@Mailed-Knight 3 ай бұрын
Great vid.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Thank you.
@franksiegames
@franksiegames 3 ай бұрын
I feel like the combat warrior orcs are mainly redone because the Spear was removed from the NA version so was just their easier alternative
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
There really is no reason they couldn't have said the orcs have spears that allow diagonal attacks. Just because the heroes don't (at the moment) have spears in this version doesn't mean they couldn't have given us something distinctive to make those orcs stand out. After all, in the original version of this expansion they didn't have miniatures of orcs or goblins with bows, and yet Avalon Hill decided to give us new miniatures for those. I really think it was just to save on adding six additional monster sculpts to the box (which, to be clear, I totally understand, as it doesn't really seem worth the plastic for that single appearance of "slightly different orcs").
@franksiegames
@franksiegames 3 ай бұрын
@AlwaysBoardNeverBoring I think I can agree with exactly that, they told us these enemies are ranged, they get sculpts and a card, so rather than do the extra orcs they just gave then a text variance, a shame as then they could be another alternative to sub in as well as the ranged units
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
I would be quite happy to see them drop one or two variant monsters into each future expansion. Skeletons with spears, super-armoured orcs, and stuff like that. I like having more toys that can be ported into other adventures. It's like, one of my favourite things in Mage of the Mirror was the elf spell deck, which we started using immediately in all quest lines, and it really makes the elf a much more interesting character. More things like that add so much value. Of course, it's easy enough to find proxies and make up your own rules for that sort of thing, but it's not the same as getting nice official stuff.
@franksiegames
@franksiegames 3 ай бұрын
@@AlwaysBoardNeverBoring it's always nice to get official stuff!
@Malcadon
@Malcadon 3 ай бұрын
Yeah, I also lament that the new HQ game did not come with spears as equipment. I know it would have been too expensive to be used as a thrown weapon, but I long ago house-ruled that thrown weapons can be recovered once all the monsters been cleared out of a room or out-of-sight in corridor. I'm actually fine with special Orcs presented like human Mercenaries using their standard array as the base and augmented with armor, weapons and/or special abilities.
@Gewitsch86
@Gewitsch86 3 ай бұрын
Hello, I think the variable stands for that some ogers are tougher than others. I like the idea, because it takes away the mathematical solution to a fight and rather supports the love for a good fight. My question is how many potions do the heros get? In the old they got 5 full healing potions I dubbed as "elixir of healing".
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Yea, the idea was you would never know how many body points an ogre had. But it feels very much like every strike against a single ogre is a strike against the clan, and weakens the whole unit, which I thought was really neat. Gruzbella leaves three crates for the heroes, each containing four healing potions. I believe beyond that there are five healing potions scattered across the seven levels.
@Jonno92100
@Jonno92100 3 ай бұрын
Idk how to feel about them giving the Ogres less defend dice but more body points. I haven't received my copy yet but will have to do a few play tests to see if it's fair on my party.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
In the case of the Ogre Lord they didn't even give him less defend dice, just ramped up the body points. For the rest, I'm not sure dropping one defend dice really balances how much damage they can soak up.
@Ekwah51
@Ekwah51 3 ай бұрын
Great review. Thanks. Personally I liked the multi tracker. Gave some variety and jeopardy to the fights. Especially if you applied it to a weedy goblin. On steroids. What! Its not dead?? Bish bash...still alive? Ok gonna genie that sod. !@ one hit. Dead..lol
@Ekwah51
@Ekwah51 3 ай бұрын
But I'm odd I guess 😂
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Yeah, I like the variable body point trackers for the ogres too. It was a pretty odd concept, and I'm not surprised they didn't go for it in the remake, but I always thought it was pretty neat.
@HivisoftheScale
@HivisoftheScale 3 ай бұрын
Whew... Quite the brutal campaign... Do you think this is more or less challenging than the Frozen Horror, with its deadly hug attacks and multi-attack War Bears.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Jury is out. Frozen Horror is notoriously brutal and generally needs a little bit of Zargon magic behind the scenes to stop it from derailing. I think Ogre Horde easily has the same potential to get bogged down in long, drawn out battles. The example I highlighted in the video with nine or ten dread warriors, plus ogres and abominations stands out as the kind of thing that could very well suck the life out of the gaming session if left unchecked. At least Frozen Horror gave us new artifacts (and Avalon added some more online), plus the chance to have a lot more mercenaries. Ogre Horde is somewhat lacking in that department.
@HivisoftheScale
@HivisoftheScale 3 ай бұрын
@@AlwaysBoardNeverBoring very true. Oh! And speaking of dickish dungeon designs, I am reminded of "Schloss Caromarc" which I am convinced roughly translates into "Dick Castle" as some of the rooms and traps can only be described as "Quite Rude". For starters there is a tiny 5 foot wide closet where three helpless workers were forced into with a single Wight before the entrance was shut perminately with the Stone Shape spell. (Shudders) Sounds encourage the players to break the unnatural wall, behind which is now 4 very hungry Wights. Also there is a 60ft rickety wooden bridge suspended over a raging waterfall which drops more than 100ft below. Smack dab in the middle of the bridge is a trap that summons an Erinyes (complete with magical flaming longbow) in the air nearby. My players just stared blankly at me before cursing loudly, knowing just how screwed they were...
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Sounds like a splendid place to leave with all haste.
@HivisoftheScale
@HivisoftheScale 3 ай бұрын
@@AlwaysBoardNeverBoring to say the least, yeah... Heck yeah! As Corporal Hicks once said: "Drake! We - Are - Leaving!!"
@walt_man
@walt_man 2 ай бұрын
Hah I recently bought some Ebay converisons for a human raider 40k force, and it had these Ogres in it. And I was wondering where they came from? It was the previous Against the Ogre Horde, fun video.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 2 ай бұрын
Love those classic ogres.
@darth_smooth81
@darth_smooth81 3 ай бұрын
I’m vaguely familiar with the rules of the EU/UK version of falling block traps - you step on the arrow and then the falling blocks fall down on the falling block tile, correct? Or is it the other way around? I’ve been looking at these quests and there are lots of opportunities for a hero to get sealed in a room/corridor with no way out - whereas the original version you’d trigger the trap and it would fall nearby, thus not trapping a hero. Just seems cruel to have so many strong enemies yet there are strong probabilities that a group of heroes may be short a hero. Maybe need to send that hired ogre into all rooms first?!? Also, I do like the idea of taking out the other ogres and making the final “boss” battle multiphase! And yeah, that final dash to the exit kind of sucks as heroes have to find all sorts of hidden doors to make it to the one and only exit door! I can see almost all of these quests will need some sort of tweaking to make it more enjoyable, and not such a grind.
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
It's actually the other way around. When you step on the falling block space, the block will fall on the space marked with an arrow (which always felt backwards). In the original Against the Ogre Horde expansion there are several instances where heroes can be trapped because of this rule, which does suck, and is bad design. In the new edition it's harder to get trapped this way because the falling block triggers when you stand on it, and you can pick which space you move to. You will only get trapped if you pick the wrong direction. Even so, there is a section in the new Avalon Hill edition that draws attention to the possibility of being trapped and advising Zargon they can make changes to avoid this happening. I feel it would have been better for Avalon Hill to make those changes themselves, rather than leaving it to us.
@misomiso8228
@misomiso8228 3 ай бұрын
What are the monsters on the map that have mohawks?
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
None of the enemies have mohawks in the new version, but there are ogres with top knots. In the old version, the Ogre Chieftain had a mohawk.
@needfoolthings
@needfoolthings 3 ай бұрын
Punks.
@Merlynn132
@Merlynn132 3 ай бұрын
What? No option to marry Gruzbella and command the ogre horde yourself? That's kind of a gyp. Oh well. So here's a question for you. Do you think Hasbro should've connected this new version of Heroquest to D&D like the original was connected to Warhammer? I think it was a missed opportunity for some cross promotion. But then,seeing how they've handled D&D,it's probably for the best they didn't.
@EriktheRed2023
@EriktheRed2023 3 ай бұрын
Waddaya mean no option? Where do you think those ogre mercenaries come from? 😄
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Gruzbella is a strong independent ogre. She doesn't need a barbarian in her life. I think Avalon Hill did the right thing keeping HeroQuest separate from D&D. A lot of the original fans are very against the idea of anything vaguely D&D-like making it into HeroQuest, and were also against spin-off HeroQuest products using different IPs (which I thought would be quite fun, personally).
@needfoolthings
@needfoolthings 3 ай бұрын
There's already much too much World of Warcraft and D&D in the art direction.
@Merlynn132
@Merlynn132 3 ай бұрын
@@EriktheRed2023 Being a baby daddy and being a husband are 2 different things.
@Merlynn132
@Merlynn132 3 ай бұрын
@@needfoolthings WoW? I don't see it.
@Magmaxyz
@Magmaxyz 3 ай бұрын
First!
@AlwaysBoardNeverBoring
@AlwaysBoardNeverBoring 3 ай бұрын
Thank you for watching.
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