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

Monday, January 19, 2026

King of the Hill with Dragon Rampant (2nd Game)

    My 'Bonefish Band' advances to seize the central hill before Mike S's Undead army can do so
Everyone had enough fun last week in our initial game of Dragon Rampant, 2nd Edition, that they were willing to play it again this Sunday. We changed venues to Keith's Man Cave (or Orcafinn's Basement). That chopped off a couple feet in table width, so we picked a "king of the hill" type scenario from the book to focus the action on each narrower 2.5' wide by 4.5' deep area. The armies were also reduced from 36AP to 30AP. Most players tinkered with their previous lists and brought the same army as last week. Andy changed to Undead, though, as did the opponent for my Bonefish Band -- Mike S. Joel was using his own orc figures rescued from storage, while his brother Allen did the same with his medieval knights. 

    Once again, we had 8 players fighting across the tabletop in four different matchups
A large hill was placed in the center of each pair of opposing armies, along with a few other pieces. In the scenario, you received 1 victory point for each turn that you had more units than your opponent touching the central hill. So, there was incentive to advance forward and seize it first and force your opponent to try to knock you off. I deployed my two units of goblin archers in front, as usual, with the armored orcs on either side of them. The second line was composed of my wolfpack on the left, commander and his elite bodyguard in the center, and trolls on the right. Four of my seven units are subject to "wild charge," which means if they are in range of an enemy unit at the start of the turn, they will most likely charge (usually 5+ on 2d6). I had pre-measured and knew that even my speedy wolfpack couldn't reach the hill on turn 1. 

    My necromancer opponent, Mike, suffered from poor rolls to activate his troops - especially at first
Mike's Undead army had a Level 4 wizard, which allowed him to choose from four "colors" of spells. That meant he had a possibility of getting a unit there on turn one, but his spellcaster failed his roll to cast Teleport. If he had hurled a unit forward magically, and then had the unit advance onto the hill, he could have stolen a march. However, Mike's activation rolls were absolutely abysmal early on, and continued to be subpar most of the game. Three of his four units failed to do anything on turn 1, and at least 2-3 did nothing on turn 2, as well. This allowed my faster-moving armored orcs to barely make it to the hill on turn 2, while he had none. His goblin warg riders (Why are they in an Undead army? Oh yeah...more bones to gnaw on...ha, ha!) barely nicked the edge of the hill, wisely staying behind its crest out of sight of my goblin archers. On turn 2, the Bonefish Band was up 1-0 in VPs.

    Armored orcs of the Bonefish Band have begun to seize the hill, while the rest of my army moves up
On turn 3, I had three of my four wild charging units in range of enemy. The trolls were just out of range, as I'd given them the fantasy ability "Slow" this game, reducing their move from 10" to 8". This seemed more troll-like, and took care of one of those six points I had to give up to field my army. My rolls took a brief hiatus, too, with both units of armored orcs staying put and failing to charge (rolled less than a "5" on 2d6...twice!). However, the wolfpack went howling in against one of his units of armored skeletons. Mike's combat rolls were not suffering from the same malaise his activation and spellcasting ones were, though. Each of us took two casualties, and my wolves were driven off by his band of skeletons. Under the rules, "Undead" troops round up on melee casualties but do not do so on missile hits. However, they do not suffer becoming "battered" from failing morale checks. Only if they fail checks badly enough (score of "0" or less), though, do they melt away and are removed from the board. 

    While some goblins linger in the rear, the army firmly controls the hill & faces down the enemy
Much to my surprise, Mike did not charge my orc "Bellicose Foot" who are actually much less effective when being charged as opposed to when initiating it. Instead, his heavy foot units formed "Wall of Spears" and awaited my charges next turn. That surrendered control of the hill to me for another turn. We were up 2-0, now. On the following turn, the armored orcs went pounding in against the skeleton bands opposite them. We won both fights, and pushed the skeletons further away from the hill. The wolves followed up against last turn's opponent. Once again, the skeleton heavy foot proved deadly in defense, and my pack was down to two models. They failed their courage test and loped to the rear. Frustratingly, the trolls -- my stars of the battle last game -- continued to sit there and not activate to move forward. We joked that they were checking out the "pretty birds" in the forest next to them ("Ooh, lookee, Bill! Ain't it pretty?"). The goblin archers and my commander's bodyguard took possession of the hill with the departure of the orcs.

    On the other battelfield, Joel's orcs struggle to find a winning combination against Jenny's Vikings 

Mike cleverly tried a gambit to get kill my army commander on his turn. He magically swapped positions of the bodyguard and the armored orcs who had charged off the hill last turn. I actually didn't mind. Elite foot is very tough on defense while Bellicose foot is more vulnerable. He charged in and surprisingly killed two of the six bodyguards. The commander and his hand-picked orcs savaged the enemy in return, though, and the magical force binding the skeletons together dissipated and their bones fell to the ground. Mike's warg riders (Light Riders) were unable to cause any casualties with their shooting as the armor of my elites and orcs were too high. Once again, the Bonefish Band retained possession of the hill and we were up 3-0, now.

    Chances of pushing the Bonefish Band off the hill diminish by the turn for Mike's Undead
In addition to rolling poorly to activate his troops, Mike was not doing much better on his Courage tests. His damaged units of skeletons began to score 0 or less and disappear from the board. Meanwhile, my wolfpack was the only unit in danger of being eliminated, though the number of casualties the orcs were suffering had begun to mount. The goblin archers were unable to really play an effective role in the battle. One unit did occupy the hill, though, while the other kept failing to activate and also struggled to find a shooting lane around the central hill. Although the orcs earned a victory point for turn 4, we also saw both of our units of armored orcs barreling for the rear. 

    Tom, at bottom, cleverly tweaked his Bog People army & aggressively attacked Andy's Undead 
Once your units have suffered enough casualties, it gets hard to pass Courage tests. Units suffer a -1 to their Courage test roll per figure they've lost. So, it is hard to get your badly damaged troops to stand in DR! I really like the game's morale mechanics. A unit may get lucky and pass one check after taking grievous casualties, but eventually it is going to fail. And once they're battered, each time they fail again after that, they take an additional casualty (which increase the chance they won't pass on subsequent turns). So many other rules sets see troops battling to the last man. Dragon Rampant definitely does not. Troops fail morale and run from battle, just like in the fantasy novels and movies!

    Tom's beastmen and wizards advance up the hill against Andy's 'Tomb Kings' army
Mike had one final magical gambit left to play and did seize control of the hill for one turn. However, his warg riders (who had been teleported forward by the necromancer) were surrounded by four or more of my units. One by one, they chased the traitorous goblins and their wolf mounts off the hill and towards the edge of his board. We eventually earned our fifth VP token and the game ended. The Bonefish Band was firmly in control of the hill and had 4-5 units remaining while the Undead were down to just two unts.

In the other games, my Lizard Wizard opponent from last game, Tom, was also facing Undead (controlled by Andy). Tom had reworked his army after our game and came up with a surprising tweak. He added four Level 1 spellcasters to his army. This proved amazingly useful as he could teleport units onto their central hill or otherwise used magic to put his troops in advantageous positions. Andy was unable to mount a concerted push towards the central hill. It appeared that Tom's Bog People had possession of it most of the game, much like my Bonefish Band did. Tom and Andy's game was the first to finish. It appeared that the Lizard Wizards gave the Undead a good drubbing. Andy admitted he didn't really pay attention to the scenario objectives, which put him behind the eight ball early. 

    Mike S's Undead finally get underway and advance towards the hill ready to contest it with my orcs
Keith was using a retooled version of his orcs and goblins in a rematch against Allen. I tried to get him to switch up and play a different opponent. He insisted that since he was using his new "old" army and it wouldn't be a replay of last week. Allen was fielding his old Warhammer Brettonian army rescued from storage. I'd helped him create a list which featured three units of Elite Riders (knights) as the bulk of his force. He also had a unit of spearmen, archers, and insisted on a wizard, as well. Allen sent his mounted troops forward to seize the hill first, but Keith cleverly used the knight's impetuousness to their disadvantage. He forced him into charging a solid block of pikemen and a unit of foot located in the woods. Any successes Allen did have were pounced upon by Keith's waiting giant lizards (Greater Warbeasts). 

When Allen had lost all three of his knight units, the handwriting was on the wall. Keith was able to mop up the rest of his army and seize control of the hill, forcing an end to the game. Perhaps when I built Allen's list for him, I should have given him more foot units. He insisted on the wizard, though, which I think hurt him. I still feel spellcasters in DR! are under-powered and potentially not worth the points. Allen could have used some more foot units to screen off his own knights off from the enemy. That way, he could spring his wild charges only when he was ready. We are learning the game, though. For a simple "big skirmish" game, there are a lot of tactical nuance in these rules.

    Although Mike is smiling, his dice rolls aren't giving him much to be happy about early on...!
It wasn't a good night to be a Sams brother, apparently. Allen's brother Joel was also playing an old rescued Warhammer army, this one of orcs and goblins. This one had far fewer painted miniatures, though. So, I struggled to build it up to 30AP list using the troops he had on hand. I did give him two units of orc "mixed weapons" -- spear and bow combined into one unit, though. I was curious how they would work out. Joel said he liked how they performed. His opponent, Jenny, leading her Vikings, admitted they savaged her units with bowfire once or twice. However, Jenny quickly took control of the hill with her two units of heavy riders and never really relinquished it. Joel's army had seven units, but four of them were missile troops. He probably lacked enough attack troops to charge in and drive the Vikings off the hill. 

The Vikings were able to triumph and suddenly we looked around and saw all four games were done -- only two hours or so after we'd started! Dragon Rampant plays very quickly. I had suggested the king of the hill scenario in the rulebook to Keith, but perhaps we should have just done a straight up like last week, instead? At least a couple of the players didn't really wrap their heads around the fact they had to advance quickly and contest the hill. And Mike's failed activations early on meant he couldn't get his admittedly slower troops moving to seize the objective in time. All of those games ended up being lopsided in score. I think I will recommend us to play a more straight up battle next time.

    Zooming in on Jenny & Joel's battle, as the Vikings advance toward the hill in strength
 I was happy with how my tweaked Bonefish Band performed. I needed to give up six army points to get down to 30AP. I started by giving both goblin archers the fantasy trait "Weak." That means they'd roll one less die in attacks or shooting than normal -- not a big disadvantage, I figured, for -1AP each. I also removed "Large" from the goblin  units, as well (two more points back).  I added "Cowardly" to both armored orc units (-1AP each), meaning they'd retreat a full move instead of a half move. Since Bellicose Foot is vulnerable to counter-attack, I reasoned this might actually be an advantage! The final tweak was adding the "Brutal" fantasy trait to my commander. Andy had done that for his orc commander last week and it made a lot of sense. I paid for that point by giving the trolls the "Slow" fantasy trait, as mentioned before. These minor changes allowed me to keep the same seven units that I felt performed so well in the last game. That's one of the things I like about the rules. There is a nice tool kit in them to create the fantasy army you want to represent.

Probably the coolest part was that everyone played their own army with their own miniatures this time. Getting us to that point with DR! certainly didn't take long! Apparently, I was the only player who had to paint their 28mm fantasy army from scratch for DR! Everyone else was using figures they already had, including Saga armies old Warhammer armies, or even figures from role-playing. Now that my orcs are nearly painted, I am seriously considering buying figures for a new army. Perhaps Elves? I could field them as Light Foot (who are very effective troops in DR!) and give them the Mixed Weapons rule which allows them to shoot. That seems very Lord of the Rings-like to me. So, who knows? Perhaps soon you will see pictures of new 28mm miniatures I bought...haha!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 15

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 2

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 0
  • Scatter painted in 2026: 4 

Monday, January 12, 2026

Orc Hosting: Day of Wrath & Ruin - 1st Dragon Rampant Game

    A great hosting occurred during our 1st game of Dragon Rampant -- 8 players & armies clashing
The day had arrived -- our first game of Dragon Rampant, 2nd Edition. Four orc warbands were hosting, opposed by an alliance of Dwarves, Men, and strange creatures of the bogs. Eight players were gathered, of which six had brought their own armies. Keith and Mike S brought loaners, and the other two players were soon kitted out with an goblin or dwarven army to command. My downstairs table had been expanded from eight feet wide to twelve, allowing six armies to do battle. My old octagonal table was also levied into service for an additional, one-on-one match up.

    The trolls, goblins, and orcs of the Bonefish Band advance towards the enemy, ready for battle!
My Bonefish Band would be fighting their first battle on the octagonal table against Tom's bog creatures -- fishmen, lizard men, and various other beastmen, led by a Lizard Wizard. Over on the big table, Andy dusted off his Games Workshop orcs and goblins, opposed by Queen Freyja's Vikings. Jenny had cobbled together her Saga armies to create a Norse-themed DR! army. In the middle, a monumental hosting of goblins (list created by Keith, but captained by Joel) faced off against "Roman" Dwarves fielded by Mike S. When he had emailed to say that was what he was bringing, I wasn't sure what Roman Dwarves meant. The figures were exactly what he said -- dwarves painted in a very Roman legionary style. He was vastly outnumbered by Keith's micro-armor mentality of putting every goblin he owned onto the table. Joel's list had 123 models in 13 units, while the beleaguered dwarves had only half a dozen units. For himself, Keith fielded his "Mordor" army of orcs, goblins, and trolls against a more standard dwarven army controlled by Allen. Allen was supposed to dust off his Bretonian knight army from long ago (when we briefly played Warhammer), but inexplicably left it at home.

    Mike S brought 'Roman Dwarves' who faced off against Joel's uncountable horde of goblins
Enough players had said they wanted the big table to be a multiplayer game, so I set it up that way before everyone arrived. Terrain was kept to a minimum since it was our first game with the rules. We've played many other Rampant games, but this would be our intro to DR! Wisely, the players looked at all the 50 (not kidding -- I counted!) units on the tabletop, and quietly ran each matchup as a one-on-one game. No units strayed to the left or right to attack other enemies across the table. Also, this let them proceed at their own pace, which was probably a good thing considering everyone would have to wait for the ponderous 13 units of goblins to complete their moves before continuing on to the Dwarven Alliance's turn!

    Two orc/goblin war bosses with their hosts deployed for battle - Keith (front) brought 3 of 8 armies 
On my own table, the seven units of my Bonefish Band were finally making it to the tabletop. Well, okay...I'm lying. We used many of them when we played Sellswords & Spellslingers a few weeks back. This was their first time hosting together, though, as a warband. My towering Orc war boss deployed his warriors in two lines. In the front, two large masses of goblin archers (Light Missiles, Cowardly, Large Unit) flanked on either side of a unit of armored orcs (Bellicose Foot, Armored). In the second rank, my just clear-coated wolfpack (Lesser Warbeasts) held down the left flank. Next to them was my unit of massive trolls (Greater Warbeasts), squabbling with the wolves over the remains of the warband's breakfast. The warlord and his Elite Foot bodyguard were in the center, with another unit of armored orcs on the right.

    My opponent Tom surveys my approaching horde & ponders how best to respond to our advance
Opposite us were Tom's six units from his Lizard & Beastman army. The army general was near the center of his lines, a Spellcaster fielded as Light Foot. Two units of various types of beastmen -- fishmen, goatmen, and more guarded each flank (Light Foot, Offensive). Tom's own unit of Bellicost Foot, a mob of werewolves, were on his right, as well. In the center, and intended as his strike force, was a unit of Crested Lizards (Elite Foot), and Greater Serpents (Lesser Warbeasts, Venomous). There were small clumps of forest in the center and on each flank of the battlefield. The battle opened with my front line and the armored orcs from my second line moving out a full move towards the enemy. The rest of the second line stalled, as the army commander had to go over and sort out the disagreement between the wolves and trolls (i.e., all three units failed their movement rolls -- hopefully not a bad omen of the things to come!). 

    Andy & Jenny discuss a rules point during their clash between his GW-style orcs & her Norse
I was occasionally called over to the big table to answer rules questions. It was my mistake to not do a quick run-through on the rules. I figured that with six of the players owning or having read a copy of DR 2nd Edition, and everyone having played this series of rules multiple times, that they'd be good. However, as I noticed, there were some very basic rules that weren't being played correctly. I had given each of them a Quick Reference Sheet of my creation, but in our group's best tradition, it was likely not being used...ha, ha! I thought things were progressing smoothly, though, as I was called over less and less as the game went on, and I didn't overhear any back and forth questioning opponent's interpretations of the game mechanics.

    A look at Andy's boar riders and warg riders with green-skinned GW orcs & goblins mouted atop
Tom advanced somewhat tentatively. I would later learn that the werewolves and "Rainbow Coalition" -- as I called his inclusive collection of various beastmen -- were intended as a refused flank. That was good, because my wolfpack failed its roll of 6+ on 2d6 to move on three of the first four turns! However, both they and the trolls moved very fast. Eventually, they were underway to assault Tom's refused flank. In the center, Tom's unease with my large goblin archer units became apparent. Before his Crested Lizards and Greater Serpents moved into our range, his wizard cast "Dragon's Breath" on the nearest unit of archers, preventing them from firing on our next activation. As it turned out, that was one of the only two successful spells the Lizard Wizard cast the entire game. Tom's spell rolls were awful, failing at least three quarters of his rolls of 6+, 7+, or 8+ on 2d6. Afterwards, I told him the wizard was easily his army's "LVP" - Least Valuable Player!

    

    'SO MANY of them!' Mike's Roman Dwarves face off against a horde more than twice their size
Tom cleverly did a head fake on my center unit of armored orcs. They were lurking in the woods, waiting for the Elite Foot to come into my charge range (but outside of his). Tom suddenly shifted them to his left, exposing the much, much faster Greater Serpents. They charged in and caught my armored orcs flat-footed. Bellicose Foot hits on a 3+ on each roll of 12d6 when charging. However, when defending against an enemy charge, they hit only on a "6." What's more, Bellicose Foot can counter-charge only other foot -- not mounted, which is what warbeasts are. This should have been a nasty blow on my center unit, but the Dice Gods decreed otherwise. I rolled FOUR 6's, while Tom's rolls were under average, resulting in each unit suffering one casualty. The orcs passed their Courage test, as did the Serpents, so they had to back off. 

    My orcs on the right watch the approach of the enemy Beastmen through the trees
On the next turn, the emboldened orcs "wild charged" into the Serpents, catching them at a disadvantage. In DR!, certain units must test if within range of enemy, and if they pass, automatically charge home whether the player wants them to do so or not. Bellicose Foot (think "warbands" in ancient games) are one of those. The orcs killed a couple more serpents, knocking them down to half strength. Tom rolled well and passed their courage test, though, while my orcs failed theirs despite inflicting more damage. The orcs fled back to the woods to regroup. Throughout the game, Tom's courage tests tended to be above average, balanced out by his Lizard Wizard's abysmal rolling. My goblins plucked off a few shots, inflicting a few hits here and there, but his troops passed all of their resulting courage tests. On the left, my wolves and trolls were finally in motion, threatening his right. On the opposite flank, my other band of armored orcs had seized the woods, and were awaiting the approach of either his beastman Light Foot or elite Crested Lizards. 

    A lupine clash in the woods - my wolfpack of lesser warbeasts charges Tom's werewolf bellicose foot
With echoing howls, the wolfpack raced across the battlefield and into the woods where their werewolf cousins were sheltering from the arrows of the goblins. Since Tom's werewolves were Bellicose Foot and my wolves were considering mounted, I felt I had turned the tables on him, like he had with me in the center. However, I rolled abysmally for the wolves and he rolled well, sending the pack racing to the rear, missing half of its number. My orcs on the right also did their wild charge, slamming into the Crested Lizards. Once again, my chargers were defeated. The orcs retreated to the woods, where the Crested Lizards would pursue them next turn. My orc warboss was growing concerned. Fights we should be winning we were losing. Time for the trolls, he decided!

    Beating wolves is one thing, but facing down angry, mighty trolls was too tall an order for the Weres
The troll lumbered forward and crashed through the trees where the werewolves were panting after their victory over the wolfpack. Outsized and out-muscled by the huge beasts, the werewolves fell back out of the forest. Encouraged by that success, the orc warlord and his bodyguard began to relocate behind the goblins to the right, which was looking more fragile. The orcs had been pursued by the Crested Lizards, who drove them from the trees. Tom's nearby beastmen scented blood and closed in, smashing into the reeling orcs and causing them to retreat further towards the rear. The goblins continued to fire at the Crested Lizards and the Greater Serpents, whittling their numbers down, to the immense frustration of the Lizard Wizard who couldn't get off a spell to block their arrows.

    My battered unit of armored orcs on the right being worn down by fishmen, frogmen, & more
The battle hung in the balance at this point. My orcs on the right were a beaten force, slowly withdrawing. The center orcs had rallied, but had maybe one charge left in them. The wolves, down to half strength, had also rallied and were waiting for one more charge to redeem themselves. The trolls were unbeaten, though, and emerged from the trees bellowing into the cowering beastmen. The indomitable trolls slaughtered many and drove them back, suffering only one casualty themselves. Encouraged by their victory, the rallied orcs in the center charged into the Crested Lizards. Although the enemy were down to half strength, the orcs couldn't maintain the momentum, and fell back towards the goblins, who kept up their fire, and had finally eliminated the Greater Serpents. 

    While engrossed in my own clash, battles raged all across the room as hated enemies struggled
The enemy was reeling at this point, the orc war boss knew. A couple more successful charges and they'd break! With a roar, he led his bodyguard into the beastmen who were pursuing the orcs on the right. They shattered their ranks and drove them backwards. Goblin arrows continued to whittle down the Crested Lizards, to the point they were not an effective fighting force. On the far left, the trolls and even the wolfpack charged again. Both won their engagements, and the enemy began to slink from the field. It had been a mighty battle, with swings that went in favor of both sides. Victory went to the Bonefish Band, as the Lizard Wizard gathered his survivors behind a swamp mist, and the orcs, goblins, and trolls celebrated on the field.

    Charges and counter-charges rolled across the tabletop as the orcs wore down their foes
Tom and I both enjoyed the game, which was a close one. We agreed his wizard's repeated failures to cast spells handicapped his side. At 8 Army Points, he was equal in cost to his two beastman units. We both felt Light Foot (his beastmen) performed well for their cost. We also felt the same about our two units of Bellicose Foot (my armored orcs and his wolfmen). They are an effective striking force, but are very vulnerable to counter-attack, especially from mounted troops. He liked how my purchase of "Armored" made them just a bit more survivable, and said he may do the same next game. We also liked how our Lesser Warbeasts (wolves and serpents) performed. Their speed and ability to dart quickly through terrain make them a potent strike force. The trolls (Great Warbeasts) were true monsters on the tabletop. Although technically vulnerable to counter-attack, their armor of 4 and ability to fight in terrain (which can raise their armor to 5 if defending in there) gives them more staying power. All in all, we were both very pleased with our first game of Dragon Rampant!

    Forces of Mordor close in on stout-hearted dwarves who have sworn to hold back the orc tide
On the big table, the orcs had also won at least two of the three battles. The Mordor vs. Dwarves engagement seemed to have its outcome still in the air, but the "bad guys" were advancing and pressing on the dwarves. The huge goblin host had utterly destroyed the Roman Dwarves. Mike's units were fleeing the tabletop and Joel seemed to have a third of his army still unengaged. Mike blamed it on a crucial "snake eyes" on a Courage test after a melee, which saw one of his tougher units abruptly flee the field. I also think the odds were stacked against him. Thirteen units is too many for this size of a game. The goblins more than doubled Mike's numbers. In all of our games using the Rampant system, we play a variant where failing an activation does not result in your turn ending. Having so many units exploits that rule and makes them more powerful than they should be. There is likely no way a player could activate all 13 units without a turnover if we played the rules as written. I'm thinking in the future we need to put an upper limit on unit numbers. Several of the players had insisted we use 36-point armies, but I think maybe scale back to 30 points (as the rules recommend)? We'll talk it out online, but there were LOTS of units and figures on the tabletop!

    Dwarves wheel a cannon across the battlefield in hopes of putting large numbers of goblins to flight
The next biggest army, Andy's GW-style orcs and goblins, crushed Jenny's Norse. Jenny and Andy said his three units of missile troops were very effective, while Jenny's often failed to activate. Her impetuous berserkers and lesser warbeasts (vicious rabbits, Monty Python style) got overextended with their wild charges and cut down. So, it was an overwhelming victory for the orcs. Truly, it was an hour of wolves and shattered shields...a red day...a sword day! Everyone seemed enthusiastic about the DR! rules, though. After the battle, they were discussing which units they felt performed well, which special or fantasy upgrades seemed effective, and which seemed to cost too much for their effects. Expect to see us playing these rules again soon. Hopefully, NOT with an army of 123 figures on the table, though...ha, ha! 

    Would the alliance of dwarves, men, and bog-people hold off the orcs? Or would it come to ruin??

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 6

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 0
  • Terrain painted in 2026: 2

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 0
  • Scatter painted in 2026: 0 

    The free Norse of Queen Freyja advance in attempt to drive off the marauding hordes of orcs

Sunday, December 28, 2025

2025: Year in Review

    One of my most noteworthy projects this year was my 28mm Vietnam one using the 'Black Sun' figs
I think a good term for this past year (2025) is "Changing of the Guard." Some projects or campaigns that had been going strong were wrapped up and new ones marched front and center. Regular readers of Lead Legionaries are probably well aware of the new ones, so let's talk first about which ones were relieved of their post -- at least for the time being!

    The 'End' has finally come for the Buck Nuts and other post-apocalyptic gangs in my campaign

 Changing of the Guard: Retiring from Duty (Zombie RV and Post-apocalyptic Campaign)

You could consider both of these series of games run for our Sunday Evening group post-apocalyptic, of course. They used two different rules sets and characters, though. Well, for the most part! Some of the figures (and even names) from our long-running post-apocalyptic campaign using Wiley Games rules showed up in our Zombie RV games. We ended up running the Wiley Games rules eight times, if I am counting the After-Action Reports correctly. The final game occurred in March with the Get Your Goat scenario I ran. I felt the action was kind of growing stagnant, with the same gangs of survivors facing off with each other and some growing significantly more powerful. It was a fun series of games, though. My favorite moment in there was when my Planet of the Apes figures made a cameo appearance for the campaign, and the way they caused some alarm in the first game they appeared. 

Will I run the Buck Nuts, Night Stalkers, F Troop and company out onto the tabletop again? Not very likely. One of the cool things about playing a campaign is watching your characters grow and progress. Unfortunately, one of the unbalancing things about campaigns is that, in most cases, different player groups grow at different rates. The longer the campaign, the more "the rich the will get richer," and the more weak the weaker will get. I had an idea how to fix that and am trying it in one of the new campaigns, below. 

    Junior's zombie hunting days are over as I wrapped up the Zombie RV campaign prematurely
The other campaign that took a bow and exited the stage in 2025 was Zombie RV. Sadly, this campaign lasted less time -- only about six games, if you count the two-player games Jenny and I tried to test out the rules set. It avoided the trap of the post-apocalytpic campaign in that it was cooperative. All players were on the same side trying to...well, survive the zombie apocalypse! I don't think it stopped because of player disinterest. One of our regulars asked in the Fall what happened to the game, and wasn't it about time for another Zombie RV game?

I hate to say it, but one of my players caused ME to lose interest in running. Not to point fingers, but he couldn't get out of the habit of questioning zombie physiology and arguing every time the zombies decided to move towards his figures instead of someone else's. Constant questions of how do zombies "see"? Arguing whether they could see his figures on the other side of a vehicle -- things like that. Eventually, I grew tired of it and decided to not run it anymore. Being a GM is stressful enough, at times, and having to constantly deal with arguments about interpreting a very clear set of priorities about where each zombie will go became too much for me. So, my response to the "Isn't it about time for another game of Zombie RV?" explained why I wasn't going to run it anymore. The player in question was surprised, but the others agreed with me that he did indeed to those things. Thankfully, this type of thing doesn't happen very often in our games, though.

    Setup for my 'Viking Town Raid' game with its hexagonal board and cooperative play

2025's Convention Game (Viking Town Raid)

My convention game this year, Viking Town Raid, also inspired one of my 2025 projects (see below). Each year, I typically pick a scenario that I will run at various local or regional conventions, such as Cincycon, DayCon, Drums at the Rapids, and Origins Game Fair. In this cooperative miniatures scenario, the players were all Viking raiders and the enemy were the townsfolk and defenders. The rules used were Ganesha Games Sellswords & Spellslingers (minus the fantasy aspects, of course). To make it more accessible to folks reading the event description in a convention program, I included the heroes from the History Channel's "Vikings" miniseries. I picked up Ragnar Lothbrok, his brother Rollo, wife Lagertha, and more from Brigade Games. The figs looked spot-on AND they were domestically stocked. This is the Year of the Tariff and its wrecking ball course through the gaming industry, after all!

    Ragnar Lothbrok (center) and his friends and family were the player's leaders in the Viking game
I like to make my games good for up to six players, which I was worried would be a bit of a challenge for the rules system. I pared down the number of characters each player controlled to three, and created a hexagon shaped game mat that was roughly 4 feet across in all directions. That gave everyone equal access to the Anglo-Saxon church in the center of the table where the highest value loot would be. Although the game was cooperative, players were competing to amass the most victory points from loot, captives, and livestock.

The game worked out great, and players loved it all 16 times (!) that I ran it over the course of 2025. I figured out a way to keep the game moving quickly so there wouldn't be long waits for players for their turn. Players had a blast, they said, and the scenario really played to the strengths of SS&SS's game mechanics. The dice rolls of the players, or more accurately their failures at dice rolling, activate the enemies. Since dice are random, that meant each game was a bit different. Outcomes ranged from many of the monks inside my scratch-built Anglo-Saxon church being taken captive to no raiders making it that far into the town. It was definitely a success, and actually led to next year's convention game!

    My Orc warlord and his bodyguard - part of my '2026' project of an orc & goblin army

 Changing of the Guard - New Projects (Vietnam War and Dragon Rampant Orc & Goblin army)

At some point while I was running my Viking Town Raid game, a thought entered my head that the mechanics would actually make a great system for gaming the Vietnam War. Not knowing where foes will pop up next in a game of SS&SS, the randomness of things going along fine and then suddenly going to Hell in a hand basket because of a streak of bad player rolls, all screamed Vietnam to me. I reached out to Andrea Sfiligoi of Ganesha Games and pitched my idea to him. He cautioned me that SS&SS is mostly a melee game while Vietnam is pretty much all shooting. He said if I could overcome that to my satisfaction that he would love to publish a Sellswords variant set in Vietnam. And so, 16 Viking Town Raids lead to writing the rules for Surviving 'Nam: An Infantryman's Year "In Country." 

I hit up my friend Jim W for miniature recommendations because he was currently running 28mm Vietnam skirmish for his gaming group in Michigan. I ended up deciding on Crucible Crush's Black Sun range (essentially, Pulp Figures). I ordered the figs which got to me from Canada before our nation's lovely, disruptive tariffs were in place. I began painting them up and fell in love with their personality, animation, and ease of painting. This last fact meant I finished with painting up the project much quicker than I had expected. This accelerated my play testing schedule, which began with solo games. Since it is cooperative, the players take on the role of U.S. or allied soldiers while their Viet Cong foes appear on the table and move and fire based on the event cards and failed dice rolls of the players.

    In my Surviving 'Nam rules, the Viet Cong (above) are controlled by the event cards & players' rolls
My posts about the play test games on here, the Lead Adventure Forum, and Facebook prompted a number of folks to reach out to me interested in helping with the play test. At this point, I have about 10 different groups in the U.S., U.K., and Italy running games of Surviving 'Nam and getting back to me with the results. The most enthusiastic group has been Bob F and Pete S from the U.K. (and Lead Adventure Forum). They have replied after every game and we have had an incredibly productive and helpful back and forth on their comments. I also ran four games of Surviving 'Nam at a couple regional conventions, World at War at Fort Meigs and Hold the Line in Port Clinton, OH. Following those November games, Bob, Pete, and I pronounced ourselves satisfied with the mechanics (there will be tweaks, of course, leading up to publication). Now, it is on to the writing the campaign and background portion of the rules, and playtesting the scenarios which will be included.

The other "New Guard" this year were orcs and goblins for Daniel Mersey's 2nd Edition of Dragon Rampant. These came out in the Fall and are part of a stable of games using the same basic mechanics. We have used them for a number of periods ourselves, including Ancients/Medieval (Lion Rampant), English Civil War (The Pikeman's Lament), American Revolution (Rebels and Patriots), Colonial (The Men Who Would be Kings) and Sci-Fi games (Xenos Rampant). If it is good for all these periods, why not another one (Fantasy)? Although this was intended to be a 2026 project, my friend Jeff G reached out to me earlier in the year with an offer I couldn't refuse. He wanted to sell of his collection of 28mm Gripping Beast orcs and goblins from the Ragnarok range. The price was unbeatable, but it was way more figures than I needed. I reached out to my friends and Rusty P said he'd be willing to go in on the collection with me. In fact, he bought Jeff's Dwaves, too.

    Some of the Gripping Beast orcs & goblins I painted up this year from the 'Ragnorak' line
When the horde of unpainted orcs and goblins arrived, and I divided them evenly between Rusty and myself, I honestly despaired of having my Miniatures Painted ever attain my Miniatures Acquired numbers. However, the speed with which I finished the Vietnam project allowed me to get a head start on them. As it stands, my "2026 Project" is pretty far along as 2025 draws to a close. My Sunday Evening group is pretty enthusiastic about playing some games of Dragon Rampant, with Mike S, Keith F, and Andy S all having armies lined up for it. I foresee us getting a game in no later than this January, I imagine. I made it a point to paint up my orcs and goblins as "Tolkien like" as possible. No Games Workshop greenies here...ha, ha! Response to how they're turning out on this blog and the Lead Adventure Forum has been very encouraging. I'm happy with them, too!

The final project -- ALSO more of a "2026" one -- was for a series of horror games set in frontier America. Specifically, I wanted to set them in Franklinton, OH, which is now pretty much part of Columbus, where I live. I went back and forth about whether to use Devilry Afoot (created by a Lead Adventure Forum member), Silver Bayonet, or Dracula's America. I envisioned the games to be cooperative, with each player controlling a couple of characters. They'd be battling monsters and enemies summoned by a native American tribal resistance to American settling of Ohio. I ended up selecting Devilry Afoot because it is the only one of the three that is truly cooperative. The other two are meant to be competitive (and one vs. one), with the monsters as non-player dangers in the scenarios. After the post-apocalyptic campaign experience with some player forces outstripping the others in effectiveness, I decided to go with Devilry Afoot. Plus, I am really excited and into cooperative games, nowadays.

    My first batch of 28mm figures for games of 'Devilry Afoot' set on the American frontier
I picked up a bunch of figures at Historicon 2025 (further torpedoing my chance of evening up Painted vs. Acquired, I thought). When the guys asked if I was going to run another Halloween themed game this October, I decided to kick things for Devilry Afoot into high gear so I could do so. This was only possible because, once again, I had finished the painting for the Vietnam project so quickly. I was successful in getting enough figures and monsters ready for the tabletop. So, in honor of Halloween, I ran The Coming Storm -- the debut for my series of games in this fully armed and operational 2026 project...ha, ha!

As two campaigns ended this year, another one took off fairly successfully. I began running a Star Wars skirmish campaign using Space Weirdos rules. Most of the figures were painted in 2024, and I had been planning to start up the campaign at the end of last year. I decided to have each player select a faction on a continuum from Empire to Rebel. Since we normally have six players show up, they included (Empire (Mike S) - Corporate Security (Joel S) - Mercenaries (Keith F) - Criminal Syndicate (Allen S) - Local Rebels (Tom G) - Rebel Alliance (Mike W). On the couple of times that Andy S could show up, I had him take on the role of the Tatooine locals in Mos Eisley. I would design the scenario and tailor each faction's Victory Points to their level of "All In" for their side of the continuum. Or I would give them side missions that intersected with the main opposed mission between the Empire and the Rebels. 

    One of my Star Wars skirmish games using Space Weirdos rules set in Mos Eisley on Tatooine 
Space Weirdos is a great set of rules, and everyone seems to be enjoying them. Each player controls a handful of characters who activate in a spiraling initiative system. When it is a player's turn, he chooses one of his unactivated figures and executes their three actions. Then it is on to the next player in Initiative Order, until everyone has activated all figures. This keeps folks involved, especially since Space Weirdos uses opposed die rolls to resolve shooting, melee, etc. I have another Star Wars game scheduled for January, and hope it continues to be enjoyable for my players throughout 2026. 

    Among the many games at Advance the Colors 2025 were Steve Verdoliva's Napoleonic ones
 

Conventions I attended in 2025

 So, I probably made it to more shows than I ever have before this year. Retirement will give you that opportunity, I guess! In January, I attended Siege of Augusta while visiting my friend Jason M in Columbia, SC. I think this was my third or fourth time at the convention, which Jason uses as a carrot to get me to visit him down south. Next up were three usual Spring-time ones: Cincycon (guess where?), DayCon (ditto), and Drums at the Rapids at Fort Meigs. I added in a new one when I helped organize a series of historical miniatures games at Buckeye Game Fest in late May. A friend had volunteered to do it, but had something else come up. So, I stepped in at the last minute and we did a decent job of collecting GMs to run miniatures games at this mostly board game convention.

Once again, I helped with the HMGS Great Lakes effort at Origins Game Fair in Columbus. This used to be a mainstay of our chapter, and a lucrative one for recruiting new members. However, Origins pivoted in directions it was going a decade or more ago, and we no longer felt welcome. That management has thankfully moved on and the all-genre convention actively sought us out to return and run games. Each year, we've gotten a little larger, I think -- especially in numbers of players signed up. My six runnings of Viking Town Raid were all full, if I remember correctly. If you want to get in on the fun, we need to have your event in PRONTO, ASAP, QUICKLY. Contact me in the comments or if you have my email, reach out, please. We'd love to have your game in our dedicated HMGS Great Lakes area inside the main miniatures hall! 

    A Bolt Action tournament was one of the many historical miniatures games at Origins Game Fair
After Origins, it was our historical miniatures hobby's biggest show in the U.S., Historicon 2025. We had a big group drive over from Columbus, where we met my friend Jason M and his son. I didn't run any games and instead declared it would be a weekend of playing miniatures games. Imagine that! There was a bit of a layoff until our Great Lakes chapter's flagship convention, Advance the Colors in Springfield, OH. We continue to grow every year and just missed my goal of attaining the 250 attendee mark, this year. Next year, for sure! I do administrative duties for this convention, so no running games or playing for me there. I wrapped up the year with the aforementioned November conventions, World at War and Hold the Line. My Surviving 'Nam was full all four times and I received great encouragement and some feedback in those games. I count that as 10 conventions (my friend Mike S would comment that is because that's how many fingers and thumbs I have!), which is almost one a month. Will I attend that many (or add more?) in 2026? We shall see!

    The finale of my 'Five Parsecs from Home' solo campaign features my crew completing their quest

Solo Games

 This was a completely new aspect of gaming for me in 2025. With the good fortune of having a regular weekly gaming group as well as an active local convention scene, I've never felt the need to do solo games. However, I began using solo games to test out a couple cooperative rules sets to see if I felt the mechanics would work with six players and a GM. The first one of these was Five Parsecs from Home. Prior to beginning the Space Weirdos campaign, I was still actively looking for a Sci-Fi rules set. I didn't want to use Wiley Games rules because of their strangely short weapon ranges and the fact it would seem like duplication of the post-apocalyptic campaign. I had read a lot of threads and game report on Lead Adventure Forum about Five Parsecs, so I decided to give it a try.

I created my own crew and began running a series of games using the rules. The campaign mechanics are simply top notch in Five Parsecs (and its fantasy precursor, Five Leagues from the Borderlands). The various charts and die rolls do honestly create a storyline and narrative for your characters. Of course, some of it the player creates in response to the roll, finding a way to rationalize that outcome. I had fun creating the background and story of the crew of the Inconceivable (of course, a nod to The Princess Bride). When my story arc ended, aka we completed our quest, I judged that the rules mechanics really weren't what I wanted for a six-player Sci-Fi game. Still, I had fun with it and encourage anyone interested in solo gaming or cooperative with a much smaller group to look into them.

    The Splintered Band escorts a wagon full of supplies in my first 'Sellswords' solo adventure
My other solo venture was using Sellswords & Spellslingers. I was thinking of running a semi-historical (or semi-fantasy?) campaign for the Sunday Evening gamers set in Dark Age Britain during the time of the Viking invasions. The players would be the heroes of Britain -- Saxons, Picts, Scots, Britons, etc. -- fighting off the Viking incursions. Think of it as a reverse of the Viking Town Raid game that I ran in 2025. Once again, I wasn't 100% sure of the mechanics fitting such a big group. So, I decided to run my own solo series of fantasy games using the rules to test them out.

I love my Splintered Light Miniatures anthropomorphic animals, so used that as an excuse to bring them onto the tabletop again. They had not seen light of day since our short delve into Frostgrave: Ghost Archipelago seven (!) years ago. Thus began the Tales of the Splintered Band (see what I did there?).  I managed only two or three games, but I would like to go back this coming year and continue the adventures of Badger mage Jemmy Tar and his animal kingdom friends fighting against the incursion of the rat hordes. 

    Two Acheson Creations Vietnam buildings from Miniature Building Authority that I painted up

 My Painting Goals

In 2024, I tracked Painted "Stuff" vs. Acquired "Stuff", lumping in both terrain and scatter. That made for a weird mix, so I decided this year to split that into Miniatures, Terrain, and Scatter. I decided that the difference between "terrain" and "scatter" is mainly size and made an arbitrary call for each piece completed. A resin or 3-D printed building is definitely terrain. A 3-D printed basket of fish is scatter. Scratch building a rice paddy is terrain. Creating flocked markers to track which figures have moved in Space Weirdos is scatter. Yes, it is still a judgement call. However, I am very happy with how this division worked out in 2025. Here are my results, reproduced here:

  • Miniatures: 306 Acquired, 307 Painted
  • Terrain: 62 Acquired, 80 Painted
  • Scatter: 144 Acquired, 213 Painted 
    Three new Mos Eisley buildings from Diabolical Terrain for my Star Wars skirmish games
I consider these numbers a whopping success! Remember my despair a couple times this year that I would ever get my Miniatures Painted above the lofty number my "Ooh, shiny!" tendency had set for me. So, what were some highlights of the terrain and scatter that I painted up this year? I would have to say finishing so much Vietnam terrain was very heartening. My favorites were the formerly Acheson Creations resin buildings that I picked up from Miniature Building Authority. What's more, I still have more to do in 2026. I have the Diabolical Terrain 3-D printed huts on stilts to do for buildings. I also want to do something for elephant grass, which I read about regularly in the historical accounts of the conflict that I've been devouring in 2025.

I also churned out more trailer park buildings and scatter for my post-apocalyptic and zombie games. Many of these were from one of my new favorites in 3-D printed terrain -- Bad Goblin Games. Sadly, with me pulling the plug on both post-apoc campaigns, all of that is sitting unused on the display shelves of my downstairs closet right now. However, I'm sure I'll find a use for them in 2026, as well. There's that idea I have for a modern-day trailer park battle sparked by a federal raid on an illegal moonshine still. There's simply too much good stuff from Bad Goblin and MBA completed and on the shelves to sit unused!

    I painted up 213 pieces of scatter terrain in 2025, including these clothes lines from MBA
There was also a nice output of buildings and things for my Star Wars campaigns in 2015. I painted up a number of 3-D printed "Tatooie" buildings from Diabolical Terrain for my take on Mos Eisley. I also scratch-built a squadron of TIE fighters that appeared in two scenarios. There was another influx of adobe buildings that I could use in my Star Wars games bought off my friend Jeff G at Hold the Line. So, I think I finally have enough buildings for my city games set on Tatooine in the Star Wars universe!

All in all, I would say that I had a VERY successful year of gaming in 2025. One indicator is this blog itself. This should be post #130. That is a more than 50% increase over last year's 86 -- previously the most ever in the 13 years I've been recording my gaming on Lead Legionaries. Doing the math, that means I am uploading a new post on an average of once every three days (actually more -- 2.8!). I thank all of my regular and occasional readers -- Bill, Donnie, Jason, Simon, Graham, Shaun, Neil, Ray, Richard, Johan, and anyone else I forgot to mention. And of course, Sunday Evening Gamer "Anonymous" (who will hopefully figure out how to create a Google ID in 2026...ha, ha!). Thank you all -- and see you in 2026!!