Monday, June 1, 2026

Paleolithic Play Test Using Wiley Games Rules

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

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

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

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

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

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

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

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

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

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

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

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

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

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

TERRAIN Acquired vs. Painted Tally for 2026

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

SCATTER Acquired vs. Painted Tally for 2026

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

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

Thursday, May 28, 2026

Devilry Afoot Monsters: Can You Say 'Kanontsistóntie'?

    Five 28mm Supernatural monsters for my games of Devilry Afoot set in frontier America
I know that it has been since last Halloween that I ran my first game of Devilry Afoot for the Sunday Night gaming crew. I haven't abandoned my idea for the campaign set in Frontier America. Nope, it is just a case of Dragon Rampant army painting taking over my schedule. First, I painted my Bonefish Band of orcs and goblins, and now I'm finishing up my second army, Wood Elves. However, I still plan to take up this series of games set in Franklinton, OH (early precursor of my city, Columbus). 

    Unpronounceable Iroquoian specter, Kanontsistóntie - a creepy but cool fig from Crucible Crush
As proof, here are five monsters for that campaign. I went through the bestiary in Devilry Afoot rules and researched which Native American mythological creature would make a good stand in. For example, the giant, disembodied head is the Kanontsistóntie. It is supposed to be a ravenously hungry spirit that drove the Iroquois from the Adirondack region of upstate New York. Since it is so terrifying -- and you have to admit that is one creepy looking creature -- I will be using it in place of a specter. I love the way the sculptor used the creatures long hair to support the model and lift it off of the ground. It is quite off-balance, though, which I remedied by placing it to one side of its round base so the head (where most the weight was) is more centered. 

The 28mm model is from Crucible Crush (think Pulp Miniatures) and is called, appropriately, The Flying Head. It is part of a group of Native American mythological monsters they sculpted for their beautiful Flint & Feather line of miniatures. It is not cheap -- none of their creatures are -- clocking in at $20 for one fig. I bought it awhile back, though, and knew it would be one of the first monsters I painted from that line. It is just so freaking cool! On their website, they give it a Wicked Witch of the East green skin look. I went with a pale and dead look to it, adding some tattoos and warpaint so folks got the Native American connection. I am looking forward to getting it into a game and see my friends react to it...ha, ha!

    A gray werewolf -- skinwalker in Native American mythology -- prowls the forests near Franklinton
The next biggest dude in the batch is a werewolf from North Star's Dracula's America line. I bought mine last Historicon from Lon at Brigade Games. You see so many "Wolfmen" done in brown, that I decided to copy one of the wolf fur patterns that I did earlier in gray/white/black. I began with a medium gray all over for the fur, dry brushing it a light gray. Next, I dry brushed the white areas fairly heavily to mimic the pattern I'd seen online in images of wolves. After that, it was black -- either dry brushed or painted directly on for the eyes, claws, snout, and mouth. I gave him yellow eyes and really like his fierce look. This werewolf and the Coyote Skinwalker I painted earlier from the same pack will be substituted in when scenarios call for either Werewolves, the Naked Bear, or perhaps Revenants. I like how the tribal myths of skinwalkers almost directly translate to werewolves in this case.

    The hulking Buffalo Man is a miniature from North Star's 'Dracula's America' line of figs
Speaking of skinwalkers, I saw the Buffalo Man at Brigade Games, as well, and picked him up. Although we don't think of bison when we think of the Eastern Woodlands Indians in the Ohio area, their herds actually spread fairly far into the Midwest before being driven further west by the arrival of settlers. So, he will definitely work as another skinwalker. Looking at images of bison, there really isn't a whole lot you can do with this figure. I began with a dark brown, dry brushing it a Camo Brown to try to bring out the fur. I also added in some even lighter brown in streaks here and there, particularly on its wispy beard. I painted the face and hands darker to give more contrast. Unfortunately, it is still a very dark figure. I think I made a mistake putting him on a normal figure base. He's pretty tall, so I can see him toppling over in games from time to time. D'oh!

    Settler collapses in fear after being pursued through the woods by these animated Living Scarecrows
The next pair of figures are called Living Scarecrows and are not from the Dracula's America's line. These are actually North Star figures from a line for a different game -- Silver Bayonet. If you're looking for 28mm horror figures, we're actually very fortunate to have both these games being somewhat popular. Between the two, you will have quite a few creepy monsters you can pick up. Some of my horror miniatures are also from Bad Squiddo games, but they tend to be very pricey. Dracula's American and Silver Bayonet lines are much more reasonably priced. I got mine last year at Historicon, too, when I made my big Devilry Afoot purchase. Why not play one of those two games, you may ask? Well, both are set up as "versus" games, with each player having their own band of hunters of the supernatural fighting against each other. Devilry Afoot is cooperative, which is what I wanted. All of my players will control one Character and one Follower in my games. Players will be fighting the supernatural creatures called forth by native shamans -- not each other!

    These man-sized Living Scarecrows were the smallest figs, but they took the most time to paint up
Anyway, I loved the look of these miniatures! And it made sense for frontier America, too. Settlers might put a scarecrow out in their fields to frighten birds away, but Native American shamans could animate them. These will likely take the place of Bogeymen in the Devilry Afoot's bestiary. Yes, sorry to tell you, children. There is indeed a bogeyman -- or at least two in my painted lead collection! These are the smallest of this batch of five monsters, but took the longest to paint. They wear torn and ragged clothes, so there were a lot more colors to do, along with leather belt, patches, buttons, and so on. I went back and forth on what color to paint their hands and feet. I decided to go with a light brown rather than a straw yellow. The way they were sculpted their limbs looked more like tree branches than straw stuffing. I really like how these came out, though, and will likely pick up more scarecrow figures at Historicon, if I can find them. 

    Final look at the horrors that will be haunting the new settlement of Franklinton in early Ohio
So, you see that my Franklinton campaign is not dead. If you haven't read my posts about it, check out my previous entries for it on this blog. There's only one game report but lots about my background, the player's characters, what I'm using as monsters, and so on. I look forward to starting up games of this again, soon. Especially since my Star Wars campaign using Space Weirdos came to a crashing end on a dark street. Whaaat?? Yes, for Sunday Night gaming I had brought along the box with all of the player's factions in it because I thought we might play the Aliens: Another Glorious Day in the Corps board game. The box also had my 3-D printed aliens and my marines in it. One of my friends accidentally dropped the box helping me take my stuff out to the car. The figure box flipped over onto the asphalt, smashing open, and the figures went tumbling all over the street. About a dozen figures were missing in the dark (or rolled under our vehicles), and another dozen were shattered plastic or 3-D printed figures. Yeah. That happened. It certainly sours me on painting anymore 3-D printed figures, least of all redoing all of the player's forces. Easier to call the campaign dead and not think about the countless hours lost on a dark street or smashed to smithereens.

But what IS on my painting desk? I have the final eight Elven archers begun. I am piecing together 7 birds of prey to use as flying Lesser Warbeasts in my army list. And I have primed another medieval building and one of my Vietnam helicopters I picked up from Ted at Drums. So, lots of stuff to do (and keep my mind off of my Rogue One-style loss of Star Wars factions...!

MINIATURES Acquired vs. Painted Tally for 2026

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

TERRAIN Acquired vs. Painted Tally for 2026

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

SCATTER Acquired vs. Painted Tally for 2026

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

Wednesday, May 27, 2026

Viking Rune Stones

    Floki (from the Vikings series) stands in front of two of the rune stones that I painted up
I always try to buy things from the dealers who come to our HMGS chapter's flagship convention, which is Advance the Colors. It is held every October in Springfield, OH, by HMGS Great Lakes' more than 200 members. I've been the vendor coordinator for it for a number of years, so I have developed a (hopefully good) relationship with the dealers. I want each of them to be successful and have a good show. I try to help that with my own purchases, making a goal to buy at least something from each of them. I bought two bags of these rune stones a couple years back from my friend Scott at Sword and Scabbard Games.

    Here are half of the 14 rune stones that I painted up in various shades of gray, from light to dark
The result of that is a closet full of unpainted terrain and scatter -- all of which I swear that I will get to eventually! This is why I began tracking Acquired vs. Painted for both Terrain and Scatter this year, in addition to Miniatures. Although I am doing much better in those two categories (see the chart on the bottom) than I am on Miniatures, so far, I still have a LOT of in that closet. Two items in that collection were bags of 3-D printed Viking rune stones. The week before heading to Drums at the Rapids, I decided to grab those bags and prep up the rune stones for painting.

    Here are the ones in various brown hues -- my favorite is the pink granite one next to Lagertha
There are five different shapes and sizes of rune stones in each bag of seven or eight pieces. I did Google Image searches on existing rune stones, finding that they were in a variety of colors. Not all are stone "gray" or "tan." So, I picked out a variety of grays, tans, and browns to do them in (after I primed them with White Liquitex Gesso). I decided that the runes carved into the surface would be darker than the surface face, which would be made lighter by dry brushing. I also did a black or brown wash over the stones, doing my best to have the color sink into the tiny crevices of the carved runes. I thought this process worked out really well, with the darker base coat also being the rune color. The runes are incised deep enough a flat dry brush misses them and gets only the stone surface, as intended.

    Shield maiden Lagertha (Ragnar's wife) contemplates the Norns of Fate in front of three rune stones
Once each stone was done, thought, I thought they looked a little bare on their bases. I decided to add other medium and smaller stones grouped around or slightly apart from the rune stone. After gluing the stones in place, I painted them roughly the same base coat color as the stone. Once they'd dried, I highlighted them like the rune stone. I also did the same wash as on the stone proper. Next up, I did my normal flocking method on the stones' bases. First, I painted them with a mix of white glue and earth brown craft paint and sprinkled on fine brown ballast while wet. After it dried, I dabbed on a 50/50 mixture of white glue and water. I sprinkled that with Woodland Scenics Turf, and finally applied patches of Blended Green with full strength white glue. I added a couple of grass or flower tufts, and they were done! 

    Three of the rune stones had a very cool Viking longship inscribed on them with a sun stone's rays??
I think my favorite one in the bunch was an experiment to replicate pink granite. I painted it in a salmon color and dry brushed it khaki. The brown wash really made the runes stand out, as well as gave the stone a natural look. I like how all of them look, actually. Probably my least favorite are the darkest gray ones. I think the runes don't show up as well and they look just like jagged stones. The ones I painted in the lighter colors look them best, in my opinion. Of course, since I painted up both bags at the same time, it is kind of academic information. Unless, of course, someone reading this blog entry and is looking for inspiration to paint their own rune stones!

    Ragnar's brother Rollo in front of the three largest of the rune stones - I like their rounded shape!
So, what else is on my painting desk? The five monster miniatures for Devilry foot are coming along very nicely. I have spray primed one of the smaller medieval houses I picked up at Drums at the Rapids last weekend. So, progress has picked back up after a slow period in April. Look for more entries on here soon, and thanks for reading my blog! 

    Ragnar & pooch with 3 jagged, triangular stones -- Ragnar and family figs are from Brigade Games
MINIATURES Acquired vs. Painted Tally for 2026

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

TERRAIN Acquired vs. Painted Tally for 2026

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

SCATTER Acquired vs. Painted Tally for 2026

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

Tuesday, May 26, 2026

Bitter Defeat for the Bonefish Band

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

MINIATURES Acquired vs. Painted Tally for 2026

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

TERRAIN Acquired vs. Painted Tally for 2026

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

SCATTER Acquired vs. Painted Tally for 2026

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