First off...
AHQ had the most punishing economy of any game of its type.
It really showed, unlike any other game in the genre, why people didn't see dungeons as get rich quick schemes. You are broke, you have to be scum to be doing this and it is insanely risky. Cast a spell? Can you really afford to do that, the ingredients cost a fortune and who really cares if we kill a half dozen skaven slaves? Facing a lowly warrior? That little scamp can kill you after years of in game adventuring. Its lethal...
I really can't remember what quantity of models are needed. We tended to have a fantasy battle army to hand so it wasn't an issue.
The
GM if not doing a
WD campaign does need to mix things up - otherwise the players figure out the safest way to fight is the 'doorway exploit'. This page explains...
https://boardgamegeek.com/thread/905009/doorway-exploit-fix-rule