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 

2 comments:

  1. What battle. Our club love DR. We are playing a campaign.

    ReplyDelete