In doing so I developed a new way to do lower-powered henchmen groups and still keep them at 85 pts.
Another Wave
BP Cost: 15 pts.
AP Cost: n/a
Effects: Only Henchmen groups may possess this power. When a henchmen group possessing this power loses its last member, it reforms at full strength at the beginning of the next combat round within the owning player’s initial deployment area, or if there was no clearly defined deployment area, place the group anywhere on the table, but not closer than 15” from any enemy model.
Ok, based on some excellent feedback and suggestions, here is another version of Another Wave:
Again, it still needs some testing; if you're a SuperSystem player, give this rule a shot and see if you like it!
Another WaveBP Cost: 10 pts. + 5 pts./lvl.AP Cost: n/aEffects: Only Henchmen groups may possess this power. Any time a henchmen group possessing this power loses its last member, it makes a Resolve + Iron Will check with a difficulty based on its level. If it passes the check, it reforms at full strength at the beginning of the next combat round within the owning player’s initial deployment area, or if there was no clearly defined deployment area, place the group anywhere on the table, but not closer than 15” from any enemy model. If the player fails the check, he removes the henchmen group from play as normal and they’re gone for the remainder of the scenario.
When a player purchases this power for his henchmen group, he selects a level and pays the additional cost. The level determines the difficulty number for the Resolve check to reform:
Level 1 = 4 goals (5 pts.)Level 2 = 3 goals (10 pts.)Level 3 = 2 goals (15 pts.)
Again, it still needs some testing; if you're a SuperSystem player, give this rule a shot and see if you like it!
Thanks for visiting!
--Scott