Thursday, January 29, 2026

Big Red One Escapes Viet Cong Ambush in 'Perilous Paddies'

    The Big Red One crossing an area of rice paddies when the Viet Cong spring an ambush on them
I created this scenario for my Surviving 'Nam rules after reading a book called The Boys of '67: Charlie Company's War in Vietnam by Andrew Wiest. The author calls the incident from the book, which I was replicating in this scenario, the company's baptism of fire. It was the first time C Company took significant casualties during their deployment. I realized that was not necessarily a good omen for my squad of the Big Red One that I am following through their year "In Country!" The scenario has the squad tasked with crossing a series of rice paddies, entering a treeline, and passing through to ford the river. Historically, the moment the point squad got into the middle of the rice paddies, the Viet Cong, deployed in the woods around them in an arc, opened up on them and riddled their ranks.

    The squad at its jump off point about to enter the board and begin wading through rice paddies
For my adaption, the players must send one fire team across the paddies towards the woods until the ambush is sprung. The other squad elements may hang back, as they typically did so that the entire group would not get caught out in the open. Woe to that the poor group on "point," though! However, last mission was a bit of a watershed for my squad, though. A number of soldiers who had yet to miss a mission became Veterans - one third of the way through their tour. In game terms, this means they not only activate one number better on 1d20, but also receive a new "trait" which gives them some kind of bonus. Despite being under strength (four per fire team instead of the full strength five), and also with two new FNGs in the ranks, they are ostensibly more experienced and effective. Would that help them in this ambush, though? We shall see!

    M60 gunner Cpl. Boston & his assistant Pfc. Warfield head towards a Vietnamese tin shack
Looking at my squad, I decided that newly-promoted Sgt. Frey and his fire team would be on point. His most experienced soldier, Cpl. Carter, had rolled the trait called "Point Man." This would allow me to discard one Event Card per turn if he's at the front of the formation. Plus, this would be the first mission for the other fire team leader, Cpl. Cassidy. The new sergeant felt this mission looked too hairy for Cassidy to cut his teeth on, and took one for the squad. He volunteered his own team to be out in front and exposed. He recommended to 2nd Lt. Fickell that he and his radioman head towards a Vietnamese hut on the far left, which had a great view of the rice paddies and woods. If anything bad happened, he'd be in a sheltered place to call in fire missions. On the opposite flank was a Vietnamese tin shack. He suggested to Cassidy to send Cpl. Boston and Pfc. Warfield, the M60 gunner and assistant, to use that as a covered firing position. The rest of the squad spread out along the paddy dikes and thanked their lucky stars they weren't in Frey's fire team as they began sloshing through the ankle deep water towards the distant wood line. Frey spaced his men out in V-shape, and told them to be ready to take cover if they came under fire. 

    Sgt. Frey's (bottom left) fire team is on point for this mission & head across the rice paddies in a 'V'
They hadn't progressed far into the paddy when the shooting began. As each soldier splashed faced down into the shallow water, they heard the crack of rounds going overhead. Frey grimaced. The V.C. had done them a favor and sprang their ambush way too early, he judged. He and his men were still fairly far out and the fire they were receiving was inaccurate. He risked raising his head and could see what looked like two bunkers with machine guns firing at them -- one straight ahead and another to their right. The wood line all around the arc facing them was lit up with muzzle flashes and the sound of AK-47 fire. Definitely some serious shit!

    To the squad's left, V.C. riflemen open up on the Americans from the Western woods
Behind him, Cpl. Cassidy cursed as the ambush was sprung. He yelled for the lieutenant and radioman to hustle into the hut. Then he raised his M-79 grenade launcher, popped in a flechette round and sighted in on the closest squad of V.C. blazing away at them from the left. BOOM! Cassidy grinned, "Got you bastards!" Several of the dark clad figures fell to the ground, and he could hear screaming. "Get off your asses," he yelled at his team, "put some rounds downrange." Around him, the new team leader saw several raise their heads and fire off bursts at the closest bunker. The machine gun inside kept firing, though.

    Even more dangerous, a bunker conceals a V.C. machine gun team in the North woods
On the far right of the line, Cpl. Boston dashed to the tin hut, took cover, then popped his head back around the corner. "Aww, shee-yit!" his shoulders slumped. He was out of line of fire of the closest bunker's firing slit. The stocky black soldier put his head down and sprinted back towards the rice paddy, passing up his assistant gunner Warfield who had been following him. Boston hurtled the paddy dike, steadied his M60 on the top of it, and squeezed off several bursts at the bunker. The machine gun inside went silent, but he guessed he hadn't killed the gunner, and had instead just suppressed him for a moment.

    Another squad of V.C. in the northern tree line along the river -- the squad's objective
Back in the paddy, Frey yelled back to his new M-79 gunner gunner to move up along the paddy dike and start pumping out rounds. He turned back towards the enemy and sighted at the nearest patch of woods. There was one! He squeezed off a round and saw a V.C. thrown backwards. "Gotcha, asshole!" He glanced over at Cpl. Carter, up on point. He was firing off bursts at the enemy until an avalanche of shots impacted all around him. As the point man ducked down behind the paddy, he was showered in mud and water. He saw Pfc. Otis dart by to his right and take cover behind the same dike . He fired several bursts at the bunker, and Frey swore he saw one of Otis' tracers go directly through the firing slit. The machine gun paused in its firing, then resumed again after a few moments. The volume of fire from the woods and the other bunker shifted to Otis, though, who was also showered in splashes. Frey saw him hurled backwards and yell out. He rolled around a bit then lay flat with just his head above the water level of the paddy, calling out that he'd been hit. "Damn it," Frey cursed. "Medic!! Frank, get your ass up there and check on Otis."

    Another bunker and a V.C. rifleman in the Eastern woods on the squad's right
The sergeant smiled as he saw Frank sprinting through the paddy. Man, that guy was fast! The medic plopped down next to Otis and began checking him over. Frey noticed his new FNG staring wide-eyed over the embankment. "Johnson - fire some rounds, dammit!" He watched the newbie sight along the short barrel and pull the trigger. The grenade sailed well past the V.C. he was aiming at and exploded in the woods beyond. "Okay, now bring it in a bit." Johnson loaded another grenade and changed the trajectory. This one exploded way in front of the V.C. in the woods. Frey drawled, "It's okay, Johnson...we got all day. You have them bracketed - focus!"

    2nd Lt. Fickell & radioman Cpl. Byars shelter in a villager's hut as they try to call for a fire mission
Behind Frey, Cassidy was ordering Cpl. Tatum to sprint into the nearest woods and get within grenade range of the bunker. Tatum shook his head and splashed off in that direction, pausing at the last paddy dike before the open ground. "Maaan, why that Chuck gotta pick me for the job?" He missed his friend and previous team leader, Griffin. He wouldn't have ordered Tatum to do something so Gung Ho -- he would have done it himself! On the other side of the line, assistant gunner Warfield had the same idea, though. He shouted for Boston to cover him and sprinted towards the woods that the right-hand bunker was located in. He crouched down as he got out of the enemy machine gun's line of fire. Whew -- made it! So far. He reached into a pouch attached to his web gear and pulled out a fragmentation grenade. He looked at it. "I ain't pulling your pin just yet -- I remember what happened to Hawk!" Warfield began to creep closer to the woods, M16 in his left hand and grenade in his right.

    Cpl. Cassidy's perfect shot with his M-79 grenade launcher takes out several V.C. in the West woods
Meanwhile, Frey saw where Tatum was heading and guessed his mission. He aimed at the last of the muzzle flashes in the closest woods and fired off a long burst. He replaced the magazine, satisfied the muzzle flashes or AK sounds did not recommence. He looked back to his right just in time to see Johnson pump his fist and grin ear to ear as his third round landed in the middle of the V.C. squad he'd been firing at. "Good shot, Johnson! We'll make a soldier out of you, yet..." Another shout from the paddy drew his attention. Pfc. Elliott crouched and pointed, "Boston is down!" Frey cursed and yelled for the medic. Apparently, the M60 gunner had lost his duel with the machine gun in the right hand bunker. 

    Team leaders Cpl. Cassidy in center & Sgt. Frey to his left lead from the front & direct their men
"Somebody put a smoke grenade in front of that damned opening!" Up ahead, he saw Carter rummaging through his equipment and then hurl the grenade. It flew true, but landed short of the bunker opening. Still, purple smoke began to shoot up and slowly spread over the area. He chuckled as Carter shouted "Purple haze!" and mimicking Jimi Hendrix's guitar riffs. "I want fire on that bunker straight ahead now!" Frey called. He saw tracers impacting around it, but the machine gun kept up its fire. The squad was pinned down by the V.C. all around them, but they were beginning to kill some of the enemy. Suddenly, there was the whistle of incoming mortar rounds. He saw them explode beyond the bunker, then slowly walk their way forward until a solid hit sent dust and leaves flying everywhere, obscuring their view. "Well, it is about time you got into the battle, L.T...!" he mumbled.

    Cpl. Tatum sneaks into the West woods after his comrades have gunned down most of the V.C.
Frey looked over to check on Tatum's progress and saw him slipping into the hopefully now V.C.-free woods. On the other flank, Elliott was splashing towards Boston. He paused, confused, as Pfc. Otis sprinted past him towards the rear, screaming something that sounded like "F-ing snake!" Frey chuckled. Well, at least that meant Otis was okay! Spec 4 Frank was moving towards Boston, too. Frey heard splashing to his left and saw Cassidy shouldering his M-79 and firing a grenade off. Another V.C. in the woods was tossed backwards by the blast. Cassidy grinned. "Not who I was aiming at, but what the hell...?" Suddenly, he grabbed his shoulder, and cursed, crumpling to the ground. "God damn it -- I'm hit!" Frey ordered Johnson to go check on the stricken team leader. Johnson stumbled through the paddy water and sank to his knees next to him. There was a sharp "Thwack" and Johnson pitched forward on top of Cassidy, also hit. 

    Meanwhile, spurred by my poor activation rolls, the V.C. activate & pour fire into the Americans
On the squad's far right, Warfield had almost reached the woods when he heard Vietnamese voices shouting. Suddenly, a squad of black-clad V.C. darted around the trees and between him and the cloud of purple smoke. Thankfully, their eyes were focused on trying to locate his buddies in the rice paddy through the thickening cloud. He could see their expressions, their eyes wide and jaws clenched with fear. Probably what he was doing right now, too, Warfield thought. He froze, hoping the V.C. wouldn't notice him. Crouching slowly down, he pulled the pin and counted. Then he underhanded the grenade at the lead soldier. It bounced once, twice, and rolled still. He ducked, watching, as it exploded exactly when the squad had run to center themselves over it, completely unaware. His ears rang from the explosion and he stood up and began running back towards the rice paddy. He risked a look over his shoulder and saw all five V.C. soldiers sprawled on the ground, some motionless, some writhing in obvious pain.

    Squad's mid-game positions -- note Cpl. Tatum infiltrating on left & Pfc. Warfield on the right
As he neared the dike, he saw Lt. Fickell across the paddy burst from the hut and shout to the squad, "We're pulling back, people! Grab the wounded and fall back! Choppers are on the way to rocket the Hell out of this place!" All across the paddy, soldiers were helping their comrades to their feet and assisting them in moving to the rear. Another smoke grenade popped and sent out expanding, yellow tendrils of smoke, covering their rear. Warfield shook his head when he saw Spec 4 Frank half carrying his friend Boston through the paddy. Warfield ran over and wrapped Boston's other arm around his shoulder. Together they carried him, splashing through the shallow water. Pfc. Elliott jogged past them and held up Boston's M60, "I got his hog, Warfield..."

    BOOM!! Squad's one & only fire mission finally arrives and inflicts damage on the North bunker
Frey watched the squad leave, sending out long bursts of covering fire, and counting as each man left the paddy. When Tatum ran past, Frey turned, and waved at the lieutenant. He and his radio man had been spraying M16 fire back and forth through the trees. "Let's go, L.T.! We're the last ones..." The three jogged off, crouching down to present as little as a target as possible. Frey shouted to Lt. Fickell, "Well, that could have gone worse. Good job with the fire mission, sir!"

    Point man Cpl. Carter tosses a purple smoke grenade to block the East bunker's field of fire
As Sgt. Frey said, that scenario could have easily gone worse for my squad. I rolled high enough that the pre-battle phase, which I call "Countdown to Contact," ended after my squad members had proceeded forward for only one turn of movement. This meant we were still at fairly long range for the V.C. However, with two bunkers with machine guns, they had us outgunned for the moment. That wasn't helped by losing M60 gunner Boston for one turn of fruitless movement that put him outside of arc on the bunker. He raced back and was able to suppress one of the bunkers, but the V.C. were un-Pinning at a high rate and the machine gun was quickly back in action each time. Speaking of Pins, my point man Carter and his buddy Otis collected so many Pin markers from the fusilade of shots directed their way that I seriously wondered if they would ever be able to act! 

    The smoke causes a V.C. squad to leave the woods & advance - much to Pfc. Warfield's surprise!
However, Sgt. Frey (and I) soon realized the key was to follow the mission's objectives. The squad is permitted to pull back once they inflict as many casualties on the enemy equal to their own numbers (13 U.S. soldiers, so 13 V.C. casualties were needed). So, when firing at the bunkers proved to be a difficult shot, we switched to targeting the two V.C. squads shooting at us. Still, one thing was holding my guys back -- our crappy activation rolls! It was amazing how many guys who should succeeded on a 6+, 7+, or 8+ on our 20-sided die would rolled two failures! Time and again, we'd pin the machine gun team in the bunker only to have it un-Pin on an Event Card drawn because of someone's failures. When the "All Hell Breaks Loose" card came up, and all V.C. on the table activate, it was nerve-wracking rolling all those dice to avoid my guys being hit!

    Focused on the rice paddy, the V.C. don't see Warfield or the grenade he tosses into their midst!
The lieutenant's fire mission came in much later than it probably should have, all but silencing one of the bunkers. Cpl. Tatum, sneaking in the woods, did the third and final hit with one well-aimed shot. We had to resort to a smoke grenade to block off the line of sight of the other bunker when my M60 gunner went down, though. The moment that saved the squad, bringing our casualties inflicted on the V.C. to above 13, was when Pfc. Warfield tossed that grenade into the middle of the V.C. squad in the open. They were relocating because the smoke blocked their line of sight of any of my men, and Warfield hit them at just the right moment. Finally, I could pull the squad back, and limit the losses we'd suffered.

    Time to go! The squad begins to gather up the wounded & get ready to pull back from the rice paddy
What were our losses? Pfc. Otis turned out to be okay -- the bullet had hit a piece of equipment and knocked him backwards. I did have three wounded to roll for -- Cpl. Boston who was "Messed Up" and had to be carried from the field; Cpl. Cassidy, who was Lightly Wounded, and my FNG Pvt. Johnson, also Lightly Wounded. Both Johnson and Cassidy rolled "Bad Luck -- soldier returns for next mission" (a little bit of grim Vietnam humor). Their wounds were light enough they could be treated back at base. I was nervous about Boston, though. He was easily my most effective soldier the squad had. His traits were "Gung Ho" (which meant he activated on a 6+ as a Veteran) and "Handy With That" (which gave him a +1 to shooting rolls with his M60). Losing him would be a huge blow. However, I rolled high enough on the chart that he would be out for only one month. Woo-hoo!!

    Squad leadership ensures all soldiers are out of the rice paddies before exiting themselves
The squad has now survived five months "In Country." Frey's team lost no one, but will still be under strength one until Cpl. Hawk comes back in July. Good news, though, Cpl. Kern returns to duty next mission, relieving Cassidy of being team leader -- which he didn't like anyway. That brings that team up to full strength. We will need a new FNG assistant gunner for a month (Warfield will carry the hog for a mission). Speaking of him, for a little bit of storyline, I decided that the medic, Spec 4 Frank, saw Pfc. Warfield's heroics with the grenade. He wrote it up very colorfully for Lt. Fickell, who has decided to put him in for a Bronze Star. Will he get it? Hopefully, he deserved it!

    Illustration done by Andrea Sfiligoi of Ganesha Games -- possible rule book cover?
I had a lot of fun with this mission and am really enjoying playing these games. The way the dice rolls and event card deck naturally ebb and flow, with good rolls, bad rolls, and same with cards, really make the game unpredictable. You feel like all Hell is breaking loose at times, and at other times are praying for that 20 on an activation roll (extra action) or the next Fire Mission card. You cheer when one of your guys plops a grenade down in just the right spot. Fun stuff! 

So, how close are these rules to being published? Well, I want to include 12 scenarios for a year's worth of missions. I have some more to write up and play test before I have 12. So, once that stage is done, I'll be ready to begin layout. Stay tuned for more adventures of the Big Red One in Vietnam!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 24

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: 16 

Wednesday, January 28, 2026

Armored Troll & the Last of the Orc & Goblin Horde

    My final batch of armored orcs (plus an armored troll) for the Bonefish Band are done!
I am winding down the painting of my orc and goblin horde for Dragon Rampant. Here's the final batch (with one exception which I will talk about below). I've also included one of the Gripping Beast armored trolls in with these because I previously had only five trolls painted up. I wanted a sixth because a unit of Greater Warbeasts under the DR! rules is 6 Strength Points. This way, I can remove one figure for each SP loss. The other eight figures in this batch are armored orcs.

    One of 28mm armored trolls from Gripping Beast's Ragnarok line -- a heavy hunk of metal goodness
The troll (named Ogah on their site) was great fun to paint up. It thought that his chainmail, with its small plates of armor over the top on his chest, was a nice touch. I painted both those plates and his helmet bronze to give more contrast with the chainmail. I love the intensity of Ogah's snarling expression, teeth bared. His feet wrapped in strips of cloth are a nice touch, as well. I used the same skin tone recipe for him as the other trolls -- charcoal gray base coat, rain gray dry brush, and faint timberline green highlights. I also love the plates of armor bolted onto his huge shield, as well. Looking at the shield, I thought it just called out for a checkerboard pattern. That turned out pretty well, too. All in all, it is a great figure that will definitely be deployed in the ranks of the Bonefish Band!

    Closeup of 4 of the last batch of GB armored orcs -- these were a lot of fun to paint!
The armored orcs were simply more of the same that I've subjecting you to on this blog...haha! I certainly feel like I've painted up a lot of these boys over the last few months. In fact, I had very few unarmored orcs at all in this army -- mostly just the goblin archers. I will likely pick up a couple packs of unarmored goblins from Firelands Games so that I have some to use in games of Sellswords & Spellslingers. It's kind of funny, and so typical of us wargamers, right? I have way more orc and goblin figures than I need to fill out the ranks of my Bonefish Band, but I need to buy more figs...! To be clear, they aren't for Dragon Rampant -- they're for another game. But it still seems strange, doesn't it?

    Obligatory 'Shield Shot' with all of them lined up in a row -- I thought this batch came out nicely
I really like how the shields came out on this final batch of troops, too. I decided to add a second (or third) color on some of them. I'm still using the simple, tribal-style illustrations with my micron pens on the lighter-colored shield faces. On the darker shields, I brush paint the design -- the gaping skeletal jaws on one and the yellow moon on the other. I have genuinely enjoyed painting the orc, goblin, and troll figures in this army. I would have liked more variety in equipment. However, that's not Gripping Beast's fault. That's simply what my friend sold to me. Oh well -- the army is nearly done! 

    Are you sick of seeing orcs here on my blog? Well, other than some casualties, you made it through!
After this batch, I counted out my remaining orcs and goblins. I had only 15 left from the horde that I purchased from my friend Jeff. The final step is to take a half dozen of those remaining and create casualties out of them. One disadvantage of metal figures vs. plastic is chopping them off their bases is NOT easy! I have done that to six, though, and am in the process of creating the flocked base each will rest upon. They will be used to mark units that are "Battered" status in DR! This reminds me a bit of making Fatigue markers in Saga. Same idea -- something scenic on the tabletop instead of a random colored bead or other marker to track a unit's status. The remaining nine orc and goblin figures I likely won't paint anytime soon. I'll save them in case I need them for something special. As I said, I have PLENTY for my DR! army!

    Okay, I liked -- here is one of final look at Ogah and his orc minders lined up for battle
With this batch, I also finished more bases of elephant grass (Version 3, if you're curious). I have now used up all of the 22mm tufts I bought at Michigan Toy Soldier, with which I was able to create 14 total 1.5" bases of elephant grass. Hopefully, that's enough! So, what else is on the painting desk? I continue to work on those crashed spaceship sections. The base coat of dark metallic is done for all of them, and I am more than halfway through the dark red metallic accent color on them. After that, only the flocking will be left to do. They're scheduled to be used this Sunday in a Star Wars skirmish game using Space Weirdos. So, stay tuned -- more stuff is on the way!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 6
  • Miniatures painted in 2026: 24

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: 16 

Saturday, January 24, 2026

Elephant Grass, Take 2 (Three??)

 

    One of my 28mm Vietnam figures trying to find his way through my 3rd version of elephant grass
My readers here on my blog gave me a thumbs up on my first attempt at elephant grass for my 28mm Vietnam. Over on the Lead Adventure Forum, though, some commenters echoed some concerns that I had about how my first few bases came out. The blades were too wide. It was way out of scale. The stalks of the "grass" didn't mimic what pictures of elephant grass from Vietnam depicted. So, I decided to do a "Take 2."

    Snipping off the cat tail itself, I thought these O Scale JTT scenery products might work

 
The more I looked at the JTT Cat Tails scenics handing from their hooks at Hobby Lobby, the more I thought they might do a better job of looking like grass instead of some random jungle plant. Yes, I would have to cut off the one brown cat tail amongst the green stems shooting up, but that would be easy. I figured that four of them would look right on one of the 1.5"wooden discs. So, I flocked up one of the discs first, then drilled holes with a pin vice where the stems of the plant would go. 

    

    I trimmed off part of the bottom stem & put 5 plants per base, filling the gaps with JTT bushes
After putting four of them a disc, I decided the ground area looked pretty blank and I would need more vegetation on the disk. I added some of the green bushes I used in the first attempt at elephant grass, placed in between each stalk and also in the center of the disk. Next, I added green flocking tufts in the gaps between the bushes. I showed it to Jenny, and she echoed my concern that it looked a little bare. Plus, she said the fact that the cat tail piece went straight up then suddenly flared out halfway up looked odd. It didn't look like long stems of grass. 

    This view from above shows how there are 3 levels - grass tufts, JTT bushes, & the trimmed cat tails
So, on version 2.1 I cut the cat tails down and also added in a fifth piece in the center instead of a bush. I still put the buses in between each cat tail piece and the tufts between them. I liked it a lot better. I dry brushed the tips of the stems the same Maple Sugar that I had done the plastic plants in my first attempt. I showed it to Jenny and she agreed -- definitely better. Neither her nor I were happy about the very "stepped" appearance. You have the flocking tufts that go up a certain height. Next you have the bushes that go up higher. Finally, you have the cat tail pieces which go up more than twice as high as the bushes. if all those stalks were intermixed amongst each other, that might look okay. However, I still wasn't 100% sure this was my elephant grass solution.

 

    I had never heard of 22mm tall grass tufts! I like how lush & dense they are (& easy to make!)
Enter Version 3 -- or at least 3.0, haha! I visited Michigan Toy Soldier with my friend Mike a day or so later. Mike had to go up to Michigan to pick up some painted figures from the amazing Ted Bender. I pitched a visit another hour and a half north to the store as part of the trip, and I'd go along and buy him lunch. He agree. Well, at the store, which has an amazing selection of modeling materials and paints, I found 22mm high tufts from Green Stuff World. Think about that. The minis I'm using for Vietnam are 28mm. These tufts are almost as tall (and would be based on a wooden disk). I took one look at them and grabbed all three blister packs of them they had hanging from the pegs.

    Looking down, you can see how much thicker they are, plus they have a little lighter yellow color, too
I took it to the counter and explained what I was looking for to the store manager. He opened one of the blisters up and I pulled out the painted figure I'd brought along from the Crucible Crush Black Sun range. We both agreed that the flocking looked good coming up over his chest. Honestly, I had never seen a tuft 22mm tall! Actually, Green Stuff World carries four different colors of them. Thankfully, all three they had hanging on the peg were the same color! I picked those up, along with a number of other scenic items. They didn't have any of the miniatures that I was looking for, so I didn't come home with anything but flocking or scenic items.

    I bought mine at Michigan Toy Soldier, but your local shop might be able to order them
For Version 3.0, I simply did my normal flocking job on three wooden discs. Once that was done, I opened up a pack of the 22mm tufts and found that the diameter of each piece was a bit smaller than I thought. I ended up having to put four tufts on each circular 1.5" base. I did the math and the three packs I bought of these tufts would cover 16 bases (4 pieces of elephant grass terrain?). That should be enough for just about any game. I am still thinking of dry brushing the tops of these stems of grass with the same Maple Sugar color. I'm curious to hear what my readers and those on the Lead Adventure Forum think, though.

    One final look at Version 2 -- which do you like best? Version 2 or 3??
    

Which version do you like best? I really want to hear your vote! The original, very tall but broad elephant grass? The stepped Version 2 using the JTT Cat Tails? Or Version 3.0 with the 22mm tufts? Please respond in the comments if you have time -- I would certainly appreciate it!
 
    For those who don't know, here's what it is SUPPOSED to look like...
Meanwhile, what else is on my painting desk? The next batch of orcs (and armored troll) are very close to being finished. You will probably see a post on them within a day or so. I also have more terrain besides the elephant grass that I am working on. I have the crashed spaceship sections primed and ready to be painted on my desk. Once I get this batch of orcs off of the table, I will have room to work on those. So, they're next, then my penultimate group of orcs. Woo-hoo! Almost done with another painting project!!

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: 5 

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