Showing posts with label Sunday Night Gaming. Show all posts
Showing posts with label Sunday Night Gaming. Show all posts

Monday, June 15, 2026

Fallout Skirmish Playtest Using 'Blast Pistol' Rules

    Super-mutant 'Big Boss' charges towards two Minutemen in a skirmish set in the world of Fallout
My friend Mike S is a huge fan of the Fallout series, having played the video games and bought the various versions of the official rules. However, he hasn't been exactly crazy about the mechanics of those games. The first we tried, with its proprietary dice, was tedious in keeping track of what each symbol meant. We did one game using it back in 2022, but quickly told him it really wasn't for us. He agreed. He also bought the more recent version, Fallout Factions, I believe it is called. He wasn't that impressed with those either. So, he set off on a search for a set of rules he could play Fallout games with.

    Soldiers of the New California Republic advance onto the table searching for supplies & food
He ended up picking Nordic Weasel's Blast Pistol as the first set to try out. The rules were released back in 2017 by the author of the more well known Five Parsecs from Home (or the fantasy version, Five Leagues from the Borderlands). I ran a short solo campaign using Five Parsecs back in 2024 to see if it would be appropriate for a Sci-Fi campaign with the Sunday Night Gamers. Blast Pistol is very similar in its combat mechanics -- very bare bones and easy to pick up. Mike asked me to create a Quick Reference Sheet for it, so I did. And lo and behold! The gamers actually used my QRS Sunday night...ha, ha! Everyone picked up the mechanics quickly. Essentially there are two things to take into account when making a ranged attack. Are you in your weapon's most effective range (typically about 12"), or beyond? Is the target in cover or not? So, a chart with two rows and two columns (four possible "to hit" numbers) is sufficient and very easy to remember.

    The 'Gunners' mercenary faction, my other neighbor, and came under attack by Super-mutants
We had an amazing turnout that evening, as Mike brought his son Jason along and Tom brought along Bob, our gaming pal from a long time ago (in a galaxy far, far away). Mike divvied out the factions to the nine players, including two of "Super Mutants," two Vault denizens, one cannibal raiders, and a variety of other survivor factions. Each player's faction was composed of anywhere from 7 to 14 figures. I ended up with a generic "Survivor" faction of seven figures armed with a different weapons, but also including one guy in an armored suit and a robot with a nasty cutting wheel as a melee weapon. 

    My neighbors on the left also came under attack quickly, this time by the Reservation Vault faction
Next to my generically named Survivors on the left was Mike W with the New California Republic faction. They looked like a uniformed paramilitary organization and were armed mainly with shotguns and assault rifles. On my right was Allen with a mercenary faction called the Gunners, whose main motivation was wealth. My faction's goal was to set up trade networks (+5 VP apiece) with each faction that agreed, find supplies or food (+2 VP), and eliminate "Threats" (+1 VP). The only factions my briefing called "threats" were far from me on the board, though.  Tom's Super-mutants were in one corner, Keith's "Jackals" (cannibalistic raiders) were in the other opposite corner, and Joel's Super-mutants were on the other side of Allen.

    Jenny's faction was a typical, blue-clad Vault faction and they stumbled upon a Deathclaw
I decided to approach each of my immediate neighbors first and see if they agreed. Fortunately, both trusted me enough to agree to set up a trade network (despite Tom's calling out to everyone not to trust me...ha. ha! To set up a network, one of our figures had to be within 6" of the other to make the parley (and not fire on each other, obviously!). Honestly, I was amazed that I pulled that off! It probably helped that Mike had immediately been fired upon by the Reservation Vaulters (Bob's faction), and Allen was attacked by his brother's Super-mutants. Each welcomed a secure flank. I decided to shift my forces to the right to assist my new allies, the Gunners, against the hulking, nasty-looking Super-mutants and their ravenous, oversized dogs. They were pretty far away, though, and Joel was very clever in utilizing cover, so most of my shots needed a "10" on 1d10 to hit. Needless to say, I think I missed the first half dozen shots or more!

    Meant to be a target of my Survivor faction, Tom's Super-mutants were too far away from me
On the other hand, the two warring factions on my left (NCR and Reservation Vaulters) were not so keen on cover. Both simply lined up like a gunfight in Tombstone and blazed away at short range and in the open. Bob's dice were abominable (despite it actually being his birthday). Mike W soon began to make short work of his Native American survivors. It didn't help that Bob simultaneously attacked Tom's Super-mutants. His search rolls at the end of each turn also discovered a large group of Feral Ghouls that promptly attacked him. Caught between the NCR's blazing shotguns, the Super-mutants return fire, and the ghouls, Bob's vaulters were down to two figures by the end of the game.

    It was a huge turnout with 9 players, but Mike's game and 'Blast Pistol' rules handled the crowd well
Allen's Gunners began to lose guys to the Super-mutant attack, too. One soldier was vaporized by a "buzz bomb," two were devoured by the dogs, and two failed morale and bolted away from the threat to hide in the ruins. Like a good ally, my men and women began to lay down fire on the mutants from positions of good cover. I slowly began working my robot forward so that he could charge into melee with his cutting saw. Surprisingly, he succeeded in getting close enough without being shot. He promptly rolled into contact with one of the mutants blazing away from behind a beat-up pickup truck. From our understanding of the rules, it doesn't take an Action to do hand-to-hand. Instead, it happens immediately upon contact. The ambulatory buzzsaw sliced into two Super-mutants all by itself, while my forces succeeded in gunning down another. A mastiff on steroids charged one of my survivors, but amazingly, he was able to drive it off.

    Jenny's Vault denizens retreated from the attack of the Deathclaw & actually ended up killing it!
Despite horrible my very bad dice rolling at the beginning, my rolls were heating up. A pack of Feral Ghouls sprang on us, too. However, one by one, we were able to gun them down over the course of the next two turns (and avoid taking any damage from them). We weren't so lucky when our own searching sprung a Deathclaw from its burrow inside a wrecked box truck. Startled by our presence, it sprang towards us, prompting an immediate debate between Mike W and myself about who it would charge on its subsequent action. I insisted (loudly enough so the GM could hear) that his guys were closer. Mike replied that it couldn't see his guys. I showed him with the laser pointer that it could. 

    As a result of my end-turn search rolls, a party of Feral Ghouls leapt from cover to attack my group
My proof failed to convince the GM, though, who charged the monster into one my gals. Luckily, the survivor contacted survived to recoil rather than be eaten. The monster roared with a terror attack and my survivor sullied her drawers and sprinted off-table with alacrity. Two of my other survivors who were near the Deathclaw had already fallen back, leaving my sniper trapped in a corner of the ruins alone. We were saved by our new trading partners, though. Mike's NCR team opened up on the Deathclaw (fearing they would be dessert after it ate my sniper for dinner). Mike's rolls were even hotter and the towering monstrosity went down with a crash. My sniper sighed in relief, wondering if she would have to seek a change of clothes when she got back to camp, too!

    The Boy Scouts...er, Minutemen, take cover from the shooting of the Jackal cannibal clan
The fighting raged back and forth between the various factions, most of whom were all too happy to open up on their neighbors. I guess they didn't have "set up trade networks" as a victory condition! Jenny's Vault faction sprang a Deathclaw, as well. In addition, she was attacked on three sides, by both Tom's Super-mutants and Keith's fine young cannibals. One of Joel's dogs thought the Vaulters in their trademark blue jumpsuits looked too much like squirrels and sprinted across the board after them. It ate one of the vault denizens (they tasted soft and juicy, apparently), then howled in frustration when it couldn't have another. The howl brought the Super-mutants' "Big Boss" onto the table -- more trouble for Jenny's vaulters!

    Despite the number of players, Mike's game moved quickly - everyone had fun & enjoyed the laughs
Who would be a "Boy Scout" and come to save those naive Vault denizens in their foray into the Wastes? The Boy Scouts, of course! Or that's what we jokingly called Jason's faction all game long. Technically, they were the Minutemen, but their khaki uniforms brought the Boy Scouts of America to my mind (which I dubbed them to the group's great humor). When they leapt forward to protect Jenny's Vaulters from the Big Boss, I quipped that they were all hoping to earn their "Big Scary Monster" merit badge! Anyway, Jason took the ribbing in good grace, and was easily quick to disparage his survivor's efforts at...well, surviving! He was on the losing end of a fight with Keith's cannibalistic Jackal clan, when surprisingly both agreed to a truce. I guess the Jackals had enough Boy Scout for one day and couldn't eat another bite...!

    Pity the player in the middle! Poor Jenny's Vault denizens under attack on all three sides
All in all, it was a lot of fun with laughter around the table. No one took it hard when they came under fire. Everyone picked up the rules well and understood that a simple d10 system would be very "swingy," as Jason called it. My opinion was that a system that allowed around 100 miniatures controlled by nine players fight it out, man-to-man, in less than three hours, can't be too bad! Mike seemed happy with how the rules played, too. So, barring him getting a case of the "Ooh, shiney!", we will likely be doing more Fallout soon. Hopefully, it will be in a continuing series of games, aka a campaign. We shall see, though!

    Things are looking grim for my sniper Daisy, both a Deathclaw & Feral Ghoul hungry for her flesh!
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 125

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59
    Keith's Jackals shoot it out with Jason's Minutemen, with Jason starting to get the worse of it!

   Vault Denizens from the Reservation were particularly aggressive, attacking both of their neighbors

 
    One of Joel's Super-mutants taking cover in the junkyard and firing on Allen and I (mostly Allen!)

    Last stand of the Reservation Vault faction as they are about to be consumed by Feral Ghouls

Monday, June 1, 2026

Paleolithic Play Test Using Wiley Games Rules

    Jenny's tribe chases some megafauna in Keith's Paleolithic hunting game with Wiley Games rules
My friend Keith is a big fan of all things prehistoric. Over the years, he has run a number of Dinosaur Hunt games for us using a variety of rules sets. When our friend Andy bought some 28mm cavemen recently, it got us talking about a series of games set in that distant time period. Each player could control a band of hunter-gatherers vying to survive in the dangerous and wild Paleolithic era. I mentioned to Keith that I thought the Wiley Games rules, aka Fistful of Lead series, would work great. Players could receive an extra card each turn that they could use to activate any of the animals on the tabletop, whether predators or prey.

A crew of cavemen and women and Keith's tabletop filled with 54mm hunters and Stone Age creatures
As I hoped it might, that intrigued Keith. He said he would begin working on it. My interest had been piqued by the recent activity and painted miniatures folks were posting on the Prehistoric Facebook page. Also, a number of bloggers, were posting battle reports of their games. One good example is Vagabond's Wargaming Blog and the adventures of the Shell Clan. You can check these out on his Stone Age themed posts. Keith worked quickly and said he was ready to run a game this past Sunday, tossing in a twist in declaring that we'd be using 54mm miniatures.

    How hungry is my hunter? My 1st hunter advances towards the big & smaller creatures on the plain
Honestly, I have no idea where he got all of the plastic figures in this admittedly obscure scale. I'm sure they were from a toy set sold somewhere, but there they were -- painted up and based. Each of us took control of four hunters with various weapons including spears, hafted stone weapons, clubs, and even a big, honking, old rock! Keith kept the "traits" to an absolute minimum. In Wiley Games' various rules, you can personalize a figure giving it various traits that make it quicker, more accurate, able to ignore effects of wounds it has suffered, and many, many more abilities. One figure was designated a Leader, but he was pretty much equal to all of the others in fighting power. 

    Uh-oh, 3 apparently VERY angry prehistoric giant penguins waddle onto the board near my band
The tabletop was populated with various prey animals, from lumbering, elephant like Deinotheriumthick-skinned Megacerops, and several smaller animals including large, Stone Age era capybera and wombat-like mammals. My apologies to Keith if I am giving the wrong names! Anyway, there was also a chance predators might appear based on our actions. I began moving my band of hunters off the board edge and towards the megafauna that was grazing in the middle of the table. We hadn't gone far when a trio of man-sized prehistoric penguins -- apparently called "Palaeeudyptes klekowskii" -- waddled onto the board very near us. My crew wasn't sure how they'd taste, but figure it might be something like chicken...ha, ha! Before you laugh, apparently these were twice the size of a modern day Emperor Penguin. My remaining two band members who hadn't moved yet sprang into action and darted forward to the attack.

    1st hunter vs. megafauna meetup did not go well for the hunter...oh, the names? Keith being funny!
The first player vs. prey animal encounter had occurred moments earlier when one of Tom's hunters attacked one of the huge Deinotherium (I believe, it could have been one of the other species -- but it was big!).  The hunter ended up splattered and out of action when the enraged creature defeated him in Close Combat and then rolled an "Out of Action" wound result. Ouch! This prehistoric hunting thing could be dangerous! My duo of hungry hunters duly discovered that themselves. We felt perhaps the penguins should be renamed "Beaks of Fury," as both penguins wounded and knocked down the hunter who had attacked them. Yikes! Half of my force was prostrate and bleeding on turn 1!

    My own encounters did not go well, either -- two hunters Wounded & Down to one pissed off penguin
Others were having a slightly easier time of it. Allen's continued his amazing string of rolls which he started last week when his orcs stomped mine in a Dragon Rampant game. Seeing his early success, I decided to give him something tougher to chew on. One of the random predators showed up, a giant, long snouted wolf-like creature called a Andrewsarchus. To me, that sounds like somewhat you might meet at a work conference ("Hi! I'm Andrew Sarchus, but you can call me Andy...").  One of Allen's hunters was trailing behind the other three, and I used my highest card to send "Andy" off to take a bite out of him. Lo and behold, Allen continued to be an unstoppable, dice-rolling machine. He rolled a "10" on 1d10 in combat to beat it, then a "9" to knock it out of action with his big, honking rock.

    Always the clever, thinking gamer, I sent the first predator that arrived to attack one of Allen's men
In revenge, Allen's brother Joel (they were on the same side or "tribe," activated Beaks of Fury again, giving my two Down hunters another wound each. Long ago, I learned not sit between the Sams brothers in any board game featuring conquest (lest you end up in a "Sams-wich"!). Apparently, that bond extended all the way back to the savannas of the Stone Age. I sent both of my two upright hunters back to gang up on one of the frenzied penguins. The first also was knocked down and wounded, and it took my final guy to take out one of those dynamite birds. However, both of my downed guys were skewered by the long beaks when they attempted to get up off the ground. My rolls were lackluster to say the least, and pretty much anyone rolling against me -- Keith as GM, Joel, or Allen -- had nearly unbeatable high dice. Extinction loomed as a definite possibility for my small band of hunters.

    Allen was on a dice rolling tear! Here, 3 of his hunters bring down a Megacerops -- plenty of meat!
My fellow tribe-mates, Mike S and Jenny, were having poor luck, as well. Jenny was hitting the Megacerops, but kept rolling lower on the Wound table. She was unable to deal a knock-out blow, and was resolved to chasing along behind it poking it in the back side, inflicting another shock marker. It would then flee and she would have to chase it down again. Despite being ostensible allies, Mike and Jenny nearly came to blows when he "poached" one of her heavily wounded mammals, finally killing it. 

    Two megafauna with their own collection of wound & shock markers, courtesy of Jenny's band
My two surviving hunters finally got their act together and killed off the rest of the penguins. Oh, I forgot to mention: all that time they were beating me they were rolling d8's and I was rolling d10's! Our shell-shocked women and children broke from their stunned disbelief and darted forward to drag their bodies back to our camp, hoping there was some meat under all those feathers!

    For sending the Andrewsarchus ("Andy") after Allen, Joel sent the penguins on a follow up attack
For an encore, we managed to ambush and kill a giant, prehistoric capybara. At that point, my duo were willing to call it the hunting trip concluded. We were dragging four, hopefully meaty bodies back to camp. No use trying to down one of those huge elephant or rhino like creatures! And the other tribe's warriors seemed to be too scary and efficient of killing machines for us to take on. The Ancestors obviously weren't with us today. Maybe, on another day, their spirits would favor us and we would be more fortunate in our hunting.

    My entire band had to combine to kill our 1st penguin...then my 2 guys died trying to get up!
The game played well, though doubtless Keith will do some tweaking to how the animals appear and act. I liked the ability to send a predator after another player's hunters, though most players used the card to move a prey animal closer to themselves, instead. Maybe next time let prey animals be moved only one move distance to represent the herd's wanderings? Or have herds move in a random direction? Otherwise, it almost seems like we were whistling and calling them over, only to bonk them on the head and kill them. That didn't seem very natural or realistic behavior. 

    Meanwhile, other bands were taking down bigger prey -- a Deinotherium succumbs to their blows
Either way, I hope Keith continues running these hunts, but allow us to create our own hunter band and keep track of our hunts in a continuing series of games. There are campaign rules which allow characters to improve or giving them a chance of dying when they were wounded or put out of action. It could be similar my post-apocalyptic campaign that I ran for the Sunday Night gamers using Wiley Games rules. Anyway, despite my struggles, I had fun and look forward to more games telling the story of the deadly life of early hunters on the savanna! 

    Hey look! One of my hunters actually took out one of the prehistoric capybaras without dying...!
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 110

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59  

    I suppose we won't starve, dragging this meat back to our camp -- but we lost half our hunters!!

Tuesday, May 26, 2026

Bitter Defeat for the Bonefish Band

    The Yellow Watcher (my Wendigo fig) observes the advance of our foes -- Allen's army of orcs
There's a saying, "Quantity has a Quality all its own." That certainly seems to be true in Dragon Rampant, 2nd Edition, fantasy rules. This past Sunday, we had eight players gather to fight out four 1-on-1 games using the Yellow Watcher scenario from the book. The armies used included dwarves, elves, orcs, goblins, humans, and fire giants. Several of the armies chose fewer higher-point value units, while others went with more troops, but lower value ones. All of the "mighty few" went down to defeat, though, to forces that had more standard, less "tricked out" units. 

    Early stages of my game as the Bonefish Band rushes towards Allen and his slower moving orcs
DR! lets you add special or fantasy abilities to your troops, and this time, a few of the players went wild doing that. I created unit reference cards for most of the armies used that night, so it gave me insight into how they were purchased. Some of the abilities I had never even seen before on the tabletop in our four previous evenings of DR! For example, the Dwarven player gave three of his units "Spell Resistant." However, he was matched up against Joel S's goblins army which did not take any magic users. Another army had a leader with something called "Divine Leadership." That let all of his units within 12" receive the ability Spell Resistant. Once again, if the opponent doesn't have Spellcasters those are wasted points. 

    On the icy board, Joel's Goblins would prove the maxim that Quantity has a Quality all of its own!
Instead, I prefer special abilities or fantastical ones that improve a unit's statistics or how they perform certain basic actions -- not ones countering specific foes. In fact, I tend to take more negative fantasy abilities that reduce the cost of the units for my Bonefish Band. For example, I use "Cowardly" for all of my orc and goblin units. That means if they are called upon to retreat, they fall back a full move instead of a half move. For my archers, that's probably a good thing -- get away from that enemy that just beat you in melee! I also use "Armored" for my orc units of Bellicose Foot. That means it takes three hits to remove a figure instead of two. I find that makes them a bit more survivable, because they are almost always in the thick of the fighting.

    Joel's opponent, Andy, went with the Quality strategy & just five high-point-value units of dwarves
I also make my Goblin Archers "Weak", in addition to Cowardly, meaning they roll one less die in shooting or melee. Another positive ability that I like for smaller, mounted units is "Large," which adds +2 Strength Points. I give it to my Wolfpack, which normally is only 6 SPs. With this, they are a more survivable (I hope) 8 SPs. All of the negative modifiers allow me to field seven units in the Bonefish Band -- one unit of trolls (Greater Warbeasts), one wolfpack (Lesser Warbeasts), two armored orcs (Bellicose Foot), two goblin archer (Light Missiles), and the leader's bodyguard of Elite Foot. The warband can pack quite a punch and has a lot of Quantity, in addition to its Quality.

    Jenny's Viking berserkers charge towards the Yellow Watcher on her table -- a manticore
In the scenario we were playing, there was a temple in the center of each board occupied by a monster called the Yellow Watcher. He was immune to ranged attacks and spells. His unblinking, malevolent gaze would force any unit that moved into contact with him to retreat after fighting its melee. Inscrutably, he would do no damage back to those that contacted the temple and attacked him, but would simply force the unsettled warriors back. Players received 1 victory point for each SP loss inflicted on the Yellow Watcher. The Watcher is Armor 3, so three hits in melee = 1 SP lost. The person who inflicts the 12th and final hit to kill the Watcher receives 2 bonus points. In addition, players received victory points equal to each enemy unit they destroyed or forced to flee off the table. 

    Mike S likes to play a new army every time -- here he faces Jenny's Vikings with 'Barbarians'
My version of Yellow Watcher scenario is slightly modified from the one in the rule book, which does NOT award points for destroying enemy units. To tell the truth, I am not that impressed with the 12 scenarios in the rule book. I love the rules themselves, but feel that too many of the scenarios give an uneven chance for victory. In the rules' version of the Yellow Watcher scenario, you are not rewarded for defeating your enemy. Allen ended up crushing me in the battle. However, I inflicted 11 of the 12 SPs the Watcher lost. I would have won handily even though Allen did not lose a unit and mine were fleeing from the battlefield. I also dislike scenarios which can be won by simply moving faster than the enemy to a certain place, or occupying a spot on the board. If the scenario rules grant your opponent victory despite the fact you destroyed nearly every unit in their enemy, and suffered few losses yourself, there's something wrong with it. The Yellow Watcher (as written in the rules) is one of those, in my opinion.  

    Another borrowed army, Mike W's High Elves -- 6 units, all of them armed with bows & 12" range
After explaining the my version of the Yellow Watcher to the other players, we deployed our troops and began our individual games. Like several other scenarios, this one rewards you for moving quickly and getting to the temple first to inflict maximum damage on the Watcher. The temple counts as rough terrain, so rewards those that have the "Ranger" special ability and fight well in it. That was three units for me -- my two units of armored orcs and my trolls. When they fought the Watcher, they'd roll 12 dice and inflict hits on 3+ on each die (averaging 3 hits per unit attacking). The scenario rules were rewarding my Bonefish Band not for me being a clever tactician, but because I just happened to have the best troop types to best kill the Watcher. Andy had given all five of his Dwarven units "Slow," so he was penalized by the scenario. Plus, it is important to note that in DR! you are supposed to create your army list before selecting a scenario. Without my modifications to the scenario, the games would have been won or lost in the first few turns. Victory would have gone to the army that just happened to show up with the best (or fastest) troops.  

    Remember that maxim about Quantity vs. Quality? Here Elves overwhelm outnumbered fire giants
Similarly, a few games back we have played a "king of the hill" style scenario (The Grand Old Duke of Orc). We used the rules "as written" for victory points . The side that moved slowest or failed a bunch of move actions early lost on every table. The one that seized the hill quickly, with faster-moving troops or used magic to teleported them onto the hill, won every game. In my opinion, another rules set that has the same problem with gimmicky scenarios is Saga Dark Age skirmish rules. You can win games even if you suffer hugely lopsided losses, or are eliminated entirely. To me, that's just wrong. In the end, we are playing battle games. Two armies meet on the tabletop, they fight, and one wins and forces the other to retreat off the table. They are the winner. Now, I don't mind clever battlefield conditions or circumstances in a scenario. Two thumbs up for presenting interesting tactical challenges. Two thumbs down to gimmicky scenarios which can be won or loss simply by moving troops around on the tabletop or exploiting a unit's special ability -- or worse -- by simply recruiting an army list composed of troops who do the special action the scenario requires. In Saga, there are some tournaments that refuse to release their scenarios ahead of time so players can't do that. There are howls from some players who clamor for the scenarios to be released ahead of time so they can tailor their armies to best fulfill the victory conditions.  

    Goblins riding giant lizards wasn't on the Dwarves' dance card -- slipping & falling on ice was!

Enough ranting already? Ha, ha -- okay, I think so too! So, the match ups for the evening were:

  • Andy S's Dwarves vs. Joel S's Goblins on the icy board.
  • The Bonefish Band vs. Allen S's Orcs on the grasslands board.
  • Keith's Fire Giants vs. Mike W's High Elves on the arid plains board. 
  • Jenny's Vikings vs. Mike S's Barbarians on the octagon-shaped board.

    Allen's core of his battle line - 4 units of orc heavy foot, seeing the tabletop for the first time in years!
In my game, I deployed my two armored orc units front and center of my battle line. They would move quickly to the temple and charge repeatedly until the Watcher was dead. Each was flanked by a unit of goblin archers, who would fire on Allen's units moving up, hopefully inflicting some losses and slowing them down. On the left, opposite a small forest, my trolls were lined up. The plan was to use the forest as cover to advance towards Allen's orcs and then come crashing out of the trees, scattering them with their overwhelming charge. On the right, the wolfpack circled wide to the edge of the battlefield, avoiding the archery range of his orcs. They would hopefully pass through a woods and fall upon the archers and eat them for lunch. The general and his bodyguard of elite infantry stayed behind the orcs in the center, trying to be within leadership range to positively affect my units' morale when they had to take Courage tests. That was the plan, and the warlord of the Bonefish Band felt it was a good one!

    Our opening gambit was simple - armored orcs would charge & charge the Watcher till he was dead!
On the opposite side of the battlefield, Allen deployed his orc archers on either flank. In the middle, was a mass of four units of heavy infantry -- two of spear counting as Pikes, and thus more deadly to my trolls and wolves. Behind that slow-moving block of infantry was his general and body guard of orcs riding on war-boars. I gave Allen the chance to move them to the front, as  they were his fastest moving unit and could get to the temple quickest. He deferred. I warned him the Watcher may be dead already by the time his heavy foot arrived. He seemed unconcerned -- perhaps he knew something about his troops that I didn't? After all, this was the first time they'd see light of battle on the tabletop in years and years. I created the list he was using, though, as Allen doesn't own the DR! rules, yet. So, secret knowledge was unlikely.

    The wolfpack opens the hostilities with the rival orc tribe with a savage charge into some archers
On my first turn, I moved up all of my units except the trolls, who are avid bird watchers. They often lose turns during games to point out pretty birds to each other (i.e., fail their role to activate to Move). Allen had a couple units not move, as well. On turn 2, I charged both of my armored orcs into the Watcher, inflicting 5 SPs damage (slightly under average, as they hit on 3+ on each d6). Allen's battle line marched closer, but still could not charge the temple. On turn 3, my armored orcs surged forward again, inflicting 6 more SPs. We left only a crumb of 1 SP for Allen's orcs (plus the bonus 2 points for killing it, admittedly). Crucially, though, at the beginning of the turn, the wolves began within movement range of the both a unit of orc archers and orc spear. We rolled and had to Wild Charge into one of them. I chose the archers, and the Wolfpack savaged them, inflicting 4 hits. Surprisingly, they caused two casualties back (an average roll would have been one). The archers passed their Courage test, though. In a sign of things to come, the Wolfpack failed their morale and became Battered. I did not realize it then, but I'm pretty sure this was my high water mark for the game!

    Allen finishes off the Watcher's 1 SP left - did the evil being spit out a curse upon my dice on dying?
After Allen's orcs finished off the Watcher, the real battle began in earnest. One of my armored orcs charged his heavy foot. At this point, I realized that in creating Allen's list with four units of heavy foot, I had given my band a very tough bone to gnaw on. Heavy foot LOVE other units charging them. They inflict hits on 4+ on 1d6 when defending, but only 5+ when attacking. And what do my orcs, wolves, and trolls love to do? Charge the enemy, of course! Still, the orcs and trolls hit one better than Allen's heavy foot. So, we should win these encounters, right? Unfortunately for me, Allen's dice were hot that night! He consistently inflicted above average casualties. What's worse, he almost always passed his resulting Courage tests after receiving losses. My troops, on the other hand, failed nearly every Courage test they rolled. In addition, my goblin archers decided that once the Watcher was dead, the battle was over. The two units proceeded to fail nearly every activation roll to shoot from turn 3 on. In case you're curious, they needed to roll a 6+ on 2d6 to shoot. That's more than an 83% chance of success! My honest estimation is that over the next five turns, I failed to shoot with both units at least four times each. Do I want to do that math? Nahhh...I won't be able to get to sleep tonight if I know how unlikely this occurrence was!!

    Bird watching completed for the moment, the trolls are in position to pounce on an orc unit
Things began to unravel quickly after that for my -- to this point -- undefeated Bonefish Band. The trolls charged into a unit that had been softened up by one of the armored orc charges. Allen rolled crazy high and killed two of the six trolls. He passed his Courage test, but my bird-watching bullies failed their test and ran back into the woods to resume their safer, bird-watching activity. The wolfpack had already routed off board in the early stages of the battle after being charged by an orc spear unit. The trolls soon followed, as did one of my armored orc units. I have never seen two dice roll so many totals of four or less! I even switched dice at one point, but that provided no reprieve. This was simply Allen and his orc's night. They could do no wrong. They hit back harder than they should when charged, passed their morale rolls like grizzled veterans, and activated time after time. Meanwhile, the Bonefish Band bumbled their way through the game, not activating, and failing Courage tests repeatedly. Their was only one possible outcome -- bitter defeat!

    High Elves garrison the burnt out forest against the advance of Keith's outnumbered fire giants
As lopsided as my game seemed to feel, some of the other games were just as bad or worse. Keith's five units of fire giants were mowed down by an Elven army of six units -- all of whom could shoot out to 12". Keith had chosen the high point value unit route when creating his army list. Plus, two of his five units were chariots, which could not enter rough terrain. Sportingly, Keith pointed this out to Mike W, who needed no further encouragement, and occupied as much terrain with his archers as he could turning them into impenetrable fire bases. In a mirror of my game, Keith had created the army list that Mike W was using to destroy him -- like Allen did to me!
    In a battle of 'cute-ness,' Andy's impossibly pink warpigs charge brightly-colored lizards

On the icy plains, Andy's Dwarves had a miserable outing. They failed to activate time and again. On one turn, none of his five units activated. I should stop to explain an important point here. Under the Dragon Rampant rules as written, if one of your units fails to activate, your turn is over. The remaining units do not get a chance to act and play flips back to your opponent. You are allowed ONE re-roll of a failure, though, if the failing unit was within 12" of your leader's model (and he's not Battered). Instead, we play a popular variant were every unit gets a chance to activate. One failure does not end your turn. This is the same as author Daniel Mersey's Rebels and Patriots rules (which he also wrote after Dragon Rampant came out). 

    Keith also enjoys fielding new armies - the fire giants being his 3rd so far in our games of DR!
As Andy and I proved that evening, you can still roll badly and have a significant number of your troops do nothing. I feel the system we use also works better for multiplayer games. Imagine one player who fails his first roll and his turn is over. He has to sit around and wait for 15-20 minutes while the rest of his side move and the opponents also take their turn. And then, it is his side's turn again. He fails his first activation roll and his turn is over, again. We feel that type of mechanic is simply too frustrating. Plus, too many scenarios in DR! hinge on you getting to an objective or occupying something first. Losing a game because you rolled one or two first-unit failures/turnovers and did nothing for those turns does not produce a satisfying contest. I stress again -- at least that's the way we feel! Many others play the DR! rules as written and also enjoy the game.

    Early stages of the Elf-Giant clash - the High Elf cavalry galloping to beat the giants to the temple
Anyway, Andy's Dwarves, who had only five units vs. Joel's seven of goblins, was crushed on the icy plains. A handful of Andy's points were tied up in special abilities that worked only against specific units that Joel did not field. He also fielded a "Greater Warbeast Slayer" unit -- guess what else Joel's army did not have? A Greater Warbeast! Meanwhile, on the octagon table, Mike S managed to lose the Barbarians vs. Vikings (is that redundant?) match up by failing his Courage tests regularly, like I did. Or at least that's what I heard. They were two tables away from me and I was too busy trying to salvage the game tactically from my treacherous dice to watch their game much. Interestingly, none of the four games were close matches. All were absolute smack downs! 

    The Watcher and his one remaining SP for Allen to snatch up (with the bonus +2 for slaying him)
I also found it fascinating that it was an evening of upsets, of sorts, if you went by previous records in games of DR! The losers (Keith, Andy, Mike S, and myself) had a combined 8-4 record going into the evening. That night's winners (Mike W, Joel, Jenny, and Allen) had a combined 4-8 record. Honestly, I am happy to see that happen. I quit playing Saga, for the most part, because it is a "grognard game," in my opinion. It has such a high learning curve that frequent players have a huge advantage over intermittent or occasional ones. I'm glad DR! is not like that. The tactics are simple enough to grasp. There is no slate of  army-unique abilities to master. Use your troops reasonably, don't roll awfully, don't make obvious mistakes, and you should do well in DR!

 

    Another look at Keith's High Elves that he kindly lent to Mike W to crush him with...!
Still, the Bonefish Band is not happy about their first defeat. There would be a lot of finger-pointing on the bitter march home from Yellow Watcher's temple. Tactically, the only thing I feel I need to take from this defeat is that I need to use my fragile, "glass hammer" Wolfpack better. I thought by spending two points and making them Large would be give them a good enough chance of survival. It was not. So far, I've been unwisely sending them unsupported on wide flank runs. Maybe they should be a second line, instead? To unleash on the enemy once they have been "Battered" by the orcs or trolls? We shall see -- hopefully soon! I'm really enjoying our games of DR! and look forward to playing again. You see, I have the taste of this defeat to wash from my mouth...! 

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 105

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59