Showing posts with label Dragon Rampant. Show all posts
Showing posts with label Dragon Rampant. Show all posts

Friday, July 31, 2026

Elves Take Battle the Bonefish Band in 1st Game

    Midpoint of the game & the battle of Elves vs. Orcs hangs in the balance, the Elves up 2-0
With the arrival in town of Mick (screen name "Aethelflaeda was Framed") from the Lead Adventure Forum, I offered to host him at a local store for a game. He agreed, and we met at Roundtable Games in Dublin, OH, on a sunny afternoon. I decided it would be a perfect opportunity to christen my Wood Elven army for Dragon Rampant! with its first battle. Keith and Jenny came along and squared off against each other, alongside us with Vikings vs. Fire Giants. I gave Mick the choice of using the Bonefish Band or my newly-painted Elves, and he chose the "orcses filth..."

    Left wing of the Elves deployed for battle, with intermixed archer and spear units & cavalry
The battlefield was dotted with medium-sized patches of woods, but otherwise had plenty of open areas. Interestingly, the DR! troop types I use for the Bonefish Band (Bellicose Foot, Elite Infantry, and Greater & Lesser Warbeasts) are all more proficient at fighting in the woods than the ones I chose for my Elves! I was fielding four units of "Light Foot: Mixed Weapons," which gives them the ability to shoot out to 12", decent at defending in melee, but slower in woods. They also fought at a slight disadvantage if in woods, too. Instead of hitting on a 4+ on each d6, they hit only on 5+. However, their armor inside the cover of woods would go up from 2 to 3. Hmmm...do I need to rethink how I field these guys? 

    Large wolfpack infests the forest opposite the Elven right wing, howling & eager for battle
My plan was to advance most of my units in the open, with only one making their way through the central woods. Two of the foot units also had Level 1 spellcasters within their ranks, and one had the army general. The other units in my army were one of flying Lesser Warbeasts -- Birds of the Forest (which I gave Weak and Cowardly). It made since that normal sized birds of prey wouldn't hit as hard as wolves or bears or such creatures. The Cowardly ability let them Retreat a full move instead of half, which might keep them alive a little longer. The final unit was Elven cavalry fielded as standard Heavy Riders.

Elven left wing begins to cross open ground towards the woods where 2 units of goblin archers await
Surprisingly, Mick decided to not move after his deployment, and instead await the advance of my Elves. Both his units of goblin archers garrisoned a large woods near his center baseline. The Wolfpack guarded another woods on his left, while the orcs (armored Bellicose Foot) deployed in the gap between the trees. His trolls were initially deployed on his right, but they reversed direction and marched around behind the large woods to where the army general and his bodyguard of Elite infantry were stationed. My Elven host accepted the Bonefish Band's invitation to advance and began to surge forward with my four units of mixed weapon foot -- or tried to do so. My right flank unit refused to advance for three turns (failing to roll a 5+ on 2d6). The other three units struggled to move forward in a coordinated line, too. Not a good start!

    Armored Uruks, hooting and eager, also impatiently await the advance of the Elves in the center
Eventually, I would have to come within his goblin archers' greater 18" range to close within my own 12" one. Plus, I would receive archery fire in the open vs. his goblins in cover of the trees. As I advanced, I shifted to concentrated two units against his right hand goblin archers, ensuring the other unit was at long range while mine were within short of their target unit. Although the Elves took a few losses advancing and during the archery duel, their concentrated fire drove off their target unit of goblins when Mick rolled a very poor Courage test. One unit down! 

    Elven foot on the right are reluctant to advance, despite the support of the Birds of the Forest
Meanwhile, the wolfpack began to edge forward on his left, finally loping out of the woods after seeing my wizard-led foot unit on my right fail to advance multiple times. The central Elven foot unit eventually made its way to the edge of the woods. Measuring the range, I decided to advance some of the lead figures beyond the trees. Most would remain inside the woods, though, so we would be in cover. However, we would fight with the negative modifier in melee. I hoped that the armor increase would be enough to make up for it.

    When they reached the edge of the central woods, the Elves prompted the wild charge of the wolfpack
The wolves caught sight of the Elves, who were within their "wild charge" range, let loose a howl and raced into contact. Each unit inflicted two casualties on the other, which meant the wolves had to withdraw. They backed up only half a move, though, which left them within short range of my right hand foot unit (who had finally advanced). They let loose a volley which caused a casualty or two, and Mick promptly flubbed another Courage test. Two units of the enemy had fled the field -- the Elves were feeling triumphant! In case you think I was being a poor host to Mick with his dice rolls, his failing of morale tests was about done for the game. The momentum was poised to shift, unfortunately.

    Meanwhile, on the left, armored Uruks slam into the Elven general's unit inflicting many casualties
One of the Uruk units wild charged into my general's foot unit. Mick made up for crappy dice rolls and rolled 11 hits (3+) on 12 dice, which took the Elven bodyguard unit down to half strength (they had lost one earlier to goblin missile fire. This was dangerous, as all units in a warband that loses its general take an immediate Courage test. I backed the general into the woods so that the goblins couldn't "dink" them with archery. I probably should have pulled him back even further, as events will show. However, things were still looking up when the Elven cavalry galloped in and drove off the armored Uruks who'd savaged their general's unit. This was probably the high water mark of my army. We had destroyed two enemy units and lost none.

    Down to half strength, the general's unit falls back -- but not far enough, as we shall see...!
The Wolfpack was soon replaced by the Trolls, though, who had been steadily advancing towards the center. In this game, the Trolls did not do their usual "bird watching" trick of failing to advance, and instead continually moved forward and were soon within charge range of my Elves in the forest. I feel that the Trolls were Mick's key unit in this game. Greater Warbeasts fight well in terrain, and they promptly charged the Elven foot unit in the woods and drove them back. This took them within the wild charge range of my Birds of the Forest, who were waiting in the rear for such an opportunity. They would end up charging the Trolls twice, both times failing to do much damage (Trolls are Armor 4, so four hits need to be rolled to cause a single casualty).

    Elven cavalry charge in and drive off the Uruks as the general's band ducks into the woods
Meanwhile, the cavalry had counter-charged another unit of Uruks and driven them back, as well. Both his Uruks were down five figures (which means -5 to Courage tests, but Mick's troops were rallying quickly and avoiding the catastrophic Courage failures that plagued him earlier). Things got worse for me when Mick cleverly charged the Trolls into my general's depleted unit. Mick had yet another amazing roll and shattered the already depleted unit. It promptly failed its Courage test. The most effective unit I had in position on the board at that time -- the cavalry -- were the only ones to fail their Courage test. That meant they had to sit in position and rally, ending up being charged by the Trolls, who were definitely on a roll.

    Elven high water mark - no losses, but 2 enemy units destroyed & 3 down near half strength
My remaining units on the right and center combined on the trolls, driving them down to half strength.  Mick was having no more catastrophic morale rolls, though. Anytime he failed with a unit and it went to Battered status, it promptly rallied on the next turn. When the Orc warlord and his bodyguard advanced into the center and charged the Elven foot unit sheltering there, the game was up. The Bonefish Band is a deadly attacking force, with four units that hit on 3+ on each 1d6 when they charge. The remaining Elven foot were slowly being hammered and their ranks withered by charges of Trolls, Uruks, and the Bodyguard. 

    'You like birds, Trolls? How about these!' Forest birds of prey twice charge into the trolls but do little
The Elves were eventually overwhelmed. While the morale of the orcs, goblins, and trolls held firm, mine slowly faltered, and units peeled off and ran for the board edge. Mick never lost another unit after he was down 2-0. Although Elven archery and cavalry charges caused casualties,  the orc warlord kept an iron grip on his troops and they simply outlasted the Elves. Meanwhile, the Elves -- with their own general gone -- succumbed to morale failures and fled the field in defeat. Despite initial successes, we were unable to maintain the momentum, and our ranks were devastated by deadly charge after charge.

    Cleverly, the orc warlord sends the trolls to kill off the Elven general, causing Elven morale to falter
The failure of the Elves to be able to defend terrain as I have them fielded is a concern for future games. I thumbed through the Dragon Rampant rule book looking for perhaps better troop types to field them as, but found no immediate solution. I will have to ponder it more and see if I can come up with anything. It could simply be they are simply not a good match for the potent Bonefish Band. Keith has lent out an Elven army with mixed weapon light infantry and they are 2-0 under. We shall have to see. If any readers of my blog are Dragon Rampant players, I'd love any suggestions!

    Heroes of the game, the enemy Trolls then follow up and slam into the battered Elven cavalry
Otherwise, it was great getting in a game with Mick. We tentatively made plans to meet again when he comes up next summer. Dragon Rampant is always fun -- I have actually played two games relatively recently that I did not get a chance to write up here on Lead Legionaries. Prior to Historicon, Jenny, Allen, and I did a three warband on three warband game to introduce new players Alex and Eric to the rules. At Historicon itself, I taught my buddy Jason how to play, pitting the Bonefish Band against his Dark Elves in a slaughterfest. DR! is always fun, win or lose!

    Knowing victory is at hand, the warlord of the Bonefish Band wades into the seal the Elven defeat
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 210
  • Miniatures painted in 2026: 152

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 29

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 62

Tuesday, July 14, 2026

Ten Warbands, Ten Players, Lions & Dragons Rampant, oh my!

  Pictish spearmen prepare to form Wall of Spears as the Vikings advance ever closer in Lion Rampant
We had a friend who visits only about once a year coming into town and he wanted to join our Sunday Night Gaming crew. I messaged him to see what he'd be interested in doing and Anthony said he would like to try Lion Rampant. With everyone coming, it looked like we'd have nearly a dozen people, so we decided to stage two multiplayer games. Anthony would join Tom, Joel, Mike S, our host Mike W, and myself in a giant game of Lion Rampant on a 10' wide table. Meanwhile, the 6' wide table would hold a 4-player game of Dragon Rampant. I was in charge of bringing all the battle mats and terrain, in addition to three 24-point commands of Picts, so it was quite the load to set up.

Three warbands of Picts & Vikings each clash on a 10' wide table for a huge game of Lion Rampant
To fill the forces for three Lion Rampant commands of Picts, it took up a big chunk of my 28mm Dark Ages miniatures. Our side would field 20 units and more than 200 miniatures. My friend (and as it turned out, cross-table opponent) Mike S would be bringing 17 units of Vikings, I believe he said. It would be an epic clash as the Vikings launched an invasion of Pictland, hoping to secure northern Britain as their base for raiding. We played a straight up battle rather than a scenario, since it was some players' first game of Lion Rampant. In addition, we used our usual "no crap out" variant of the activation rules. A failure by one unit did not end a command's turn. We use that across the board for all of Daniel Mersey's "Rampant" series and believes it provides a much more enjoyable and entertaining game.

    My 2 units of Pictish light cavalry swing wide right and prepare to pepper the Vikings with javelins
I gave all 20 unit cards to Tom and declared him the overall Pictish commander. I asked him to divide them into three commands, left, center, and right. He took the center and I was given the right with six units under my command. I had two units of Pictish spearmen (light infantry), one of Warrior Infantry (wild chargers), one of archers, and two of Pictish light cavalry. Facing me were six frothing at the mouth units of Vikings -- or at least that is how it looked to my Picts! I sent the two cavalry units to the far right, supported by the archers. In the center, the Pictish spear intended to advance to tempt the Vikings to advance, and both units formed their schiltrons (Wall of Spears) to resist the Viking charge. Meanwhile, the Warrior Infantry would try to race into the woods on our left and chase off their archers.

    Viking battle line, led by a fearless and battle-hardened shield maiden in the center
It was a good plan, and early on it seemed to be working. The one unit of Vikings (Warrior Infantry) that entered the large field of crops opposite my archers began to waver under the archer's arrows and the cavalry's javelins. They began to fall back, battered, which encouraged my two mounted units to circle around the field. The lead unit of cavalry charged the Vikings while their morale were still battered and inflicted enough casualties for them to fail their courage test and rout from the field. The cavalry looked ready to encircle the Vikings and attack them from the rear!

    The battle lines of Picts & Vikings begin to edge towards each other as arrows fly overhead
On the left, my warrior infantry charged one of their opposite numbers from the Viking's center command. Joel's Viking warriors had surprisingly been driven back by Tom's Pictish archers. My warriors struck the disheartened Vikings and slaughtered enough of them to drive them from the field. Elated, they rushed towards the woods where the Viking archers were firing upon my spearmen and inflicting casualties. The warriors were cut off, though, and charged by a unit of Viking axemen (heavy infantry with bloodthirsty). Luckily, my warriors rolled high enough to counter-charge. We inflicted more casualties, and more importantly, Mike had a second drastic morale failure. The axemen ran from the field. 

    My warrior infantry, having chased off one unit, ready to face down more Vikings with impunity!
Emboldened by their success, the Pictish warriors charged their third foe -- the Viking archers. Their numbers were thinned by two combats already, but they inflicted enough casualties to rout the archers, as well. Good rolls on Courage tests were a scarce commodity on this flank! My Pictish spearmen were also failing their tests vs. the one or two casualties Mike's archers had been inflicting. Unfortunately, that third charge was it for my good rolling for the night! From this point on, I failed nearly every courage test and rolled poorly in every combat. The warriors decided they'd done enough for the day, so they also decamped from the field. Good on them, though -- three enemy units driven from the field!

    My Pictish spearmen are thinking, 'That sure looks like a lot of Vikings...! Are we sure about this??'
That was indeed the Pictish "high water mark" on the right flank. Mike's remaining three heavy infantry units began to advance on my wavering Pictish spearmen. Just in time, I rallied one unit and was even able to form Wall of Spears before the Vikings charged home. On average rolls, this should have been a victory for the Picts. However, over the next several turns, three times Mike's Vikings charged my cowardly and intimidated spearmen. Three times they were driven back by the Vikings. When my commander's spear schiltron eventually failed morale and broke and ran from the field, it unleashed a string of 2d6 rolls that never came close to average or succeeding. One of the cavalry units became battered upon hearing the warlord was dead, and proceeded to fail their next two tests, as well. The other spear unit steadily failed and retreated backwards four more times over the next four turns, until they backed off the field.  

    No two units failed more morale checks than these two units of spear -- it was maddening!
The cavalry unit and archers, although passing their courage test when the warlord fled, proceeded to fail their activation rolls time after time. When the archers did shoot, I rolled way under average and did not cause any casualties to a Viking unit that was at half strength and ready to crumble. It was a miserable ending after a spectacular beginning. Thankfully, Tom in the center had routed Joel's entire command, and began to send help my way. One of Mike's Viking heavy infantry broke under Tom's pressure, leaving him with just his general's heavy infantry and the half strength unit. That unit refused to charge my archers, who themselves failed to inflict enough casualties to get the Vikings finally running. Time after time, Mike's Viking heavy foot unit with his commander passed morale checks while mine failed them. In the end, I still outnumbered him in units, but my troops just wouldn't fight!

    Beers, snacks, and lots of orcs & goblins raging about on the Dragon Rampant battle table!
Fortunately, Anthony had finally won on the left flank, outlasting Mike W's Viking wing and driving it from the board. Tom crushed Joel in the center, losing no units, while Joel's entire command fled the field. Seeing this, we called it a Pictish victory. My wing was wavering at best, but Mike's was hanging on by a thread, too. My Picts could console themselves by saying they'd driven off more enemy units than we lost, but honestly, their "second half" performance was shameful! It was certainly the most frustrating run of failed courage tests I've ever had in any of the Rampant style games we've played. 

    The arid plains of the DR! battlefield were soon drenched with blood (fortunately no spilled beer!)
On the Dragon Rampant board, Andy and Allen's orcs and goblins had a bloody battle with Bob's and Keith's armies. The orcs fled the field in the end, with Bob and Keith holding on for the win. I didn't get over there much to watch the battle, but it sounded brutal. They were fighting on a smaller width battlefield (6' wide for four armies, two per side). I had brought over a folding table to add 2' to their width, but the table heights were too mismatched. There would have been a weird drop off three quarter's of the way across the table! So, the orcs and their foes fought in close quarters that evening. Still, it was impressive to have 10 players and 10 warbands clashing all at once. It was fun, but a LOT of work to set up and pull off. Thanks to Mike S for bringing three warbands of Vikings and Mike W for hosting such a throng of gamers! Lots of dice were flung and good times were had!! 

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 141

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 29

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 62

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 

Tuesday, March 31, 2026

Battle of the Gems - 6-player Good vs. Evil Dragon Rampant Game

    Tom's fast-moving giant lizards (Lesser Warbeasts) with 3 gems in tow charge Keith's Frogmen
I decided to create a two-sided, mutiplayer scenario for Dragon Rampant using the classic Good vs. Evil fantasy trope. However, I didn't want this to be a standard game, with one side along one table edge and their enemies on the opposite. I felt that would mostly end up being three, separate 1-on-1 matchups. How to do something different that would force each contingent on a side to make difficult choices? I came up with an idea that would intersperse each side's armies in deployment areas along the perimeter of the table. So, a Good army would be flanked by an Evil army on each side, and so on. 

    Interspersed along the table edge, 3 Evil players wage war over magical gems against 3 Evil players
Here was the storyline I created for the battle: "Long ago, the wealthy trading town of Sigilmesa was buried suddenly by the sands -- much like a desert Atlantis. All of its wealth and magic disappeared beneath the sand, along with its people. However, when the great sandstorms tear through the desert, the city's ruins are often exposed. On the surface, some of its great treasures are scattered across the sand until they are eventually buried by the shifting sands, again. The greatest of these treasures are its incredibly beautiful and magical gems. So, when news of the desert sandstorms spreads, entire armies race to be the first to arrive..."

    My map of the battle, showing deployment areas, difficult terrain, sandstorms & gem locations
I placed 14 gems in between the players' deployment areas. A unit could pick one up as part of a movement or skirmish action. They dropped them if routing off-table, retreating from melee, or if destroyed by magic or spells. A unit defeating another in melee could also pick up any gems dropped by their opponent as part of their victory.  Gems were worth 5 VPs each, and each side also scored VPs in equal to the Army Points of enemy units destroyed or routed off-table. There were also three standstorms on the table that armies would have to contend with. At the start of each side's turn, all three would move 2d6 inches, each in a random direction. If they made contact with a unit, the unfortunate troops suffered a 12d6 attack, hitting on 5+ on each dice. 

    'Good' Allen deploys his army of Human knights ready to march out & dispute possession of gems
We had six players on an 8'x4' table, so it would be close quarters and armies mixing it up almost immediately. No deployment area was within 12" of another, but whichever side went second might easily be within charge range of enemies. The armies were Orcs, Goblins, "Wheel of Time" Beastmen, Frogmen with their dinosaur allies, Human knights, and Human Steppe Tribes. Tom declared his Beastmen were more evil than Evil, so he teamed up with the orcs and goblins. So far, Tom has given his Beastmen army a complete makeover after every game as he tries out various troop types, spells, and fantastic abilities in his (to date) unsuccessful attempts to "break the system." His foray this game into hacking the system was his unit of Bellicose Foot which costs 10 army points (1/3 of his force). Tom stacked "Berserk" (re-roll 6's in melee for more chances of hits) and "Enchanted Blades" (plus 3 dice in melee) onto the already potent troop type to see how it fared.

    Evil Tom, left, and his Beastmen know they will probably wage war with Good Keith's Frogs, right
The game started off with the Steppe Tribesmen (Mike S's Avar army) suffering from terrible activation rolls. His Froggy ally, Keith, had no such trouble, though. Keith's troops raced towards the center of the board and to each side in an attempt to snatch up as many gems as possible. Allen's knights moved a bit more cautiously, eyeing the orcs on their right and goblins on their left. On the Evil half of the turn, Tom's beastmen stormed across the battlefield, too, his Lesser warbeasts snagging gems with their enhanced speed. Joel's goblins also suffered from poor movement activation rolls, but were able to announce their presence to Allen's knights with the fire of his rocket battery (heavy missiles). Mike W's orcs advanced from their side edge deployment area cautiously, as well.

    Mike S's historical Avar army simply added a couple spellcasters to become a Dragon Rampant force

It wasn't long before the sandstorms began to claim some victims. One raced through the goblin's greater warbeasts, who were then subsequently charged by a unit of knights. This saw the game's first destroyed unit. The goblin's cousins, Mike W's orc army, also was struck by more than its share of whirling sandstorms. As Keith's Frogmen closed in on the orcs, they took casualties from the scouring sands, too. The orcs closed to within missile range and began loosing arrows at any human or frogman that came close to them. The Frogs continued to spread out all over the table, grabbing magical gems. They would be aided in that goal by an oversight that Tom admitted to late in the game. By giving his lesser warbeasts "Fast," increasing their move to 14", he was able to grab quite a few gems. However, that left him with their increased Wild Charge range of many enemies. So, he would pick up gems only to hand them over to his opponents in lost melees. In one case, Tom lost 3 gems to Keith's Frogmen heavy foot in melee! 

    'That doesn't look good!' A sandstorm boils up out of the desert and heads towards Joel's goblins
At one point, I commented to Tom that his beastmen seemed to be having a frustrating evening, so far. When he wanted to close in for the kill on some of Mike's horsemen, their sorceresses would either create a magical wall between them or freeze the beastmen motionless into place. His 10-point unit? It spent the first four turns just trying to get into contact with enemy, who simply withdrew and refused to let them charge into home. I think he told me that, over the course of the battle, he charged with the 10-point unit only once. And wouldn't you know? In that battle, he rolled poorly --  getting only one "6" on 15 dice! The enemy also chose to shoot at him instead of melee, so the most expensive unit on the table ended up causing very few casualties. That seemed to be the case for a lot of the high point units, though. Joel's greater warbeasts (8 points) were the first to die, while the orc's burrowing worm didn't show up till later in the game and did not accomplish much, either.

    After the goblin's giant lizards were buffeted by a sandstorm, Allen's knights charged in for the kill
I had asked the players to send me their lists ahead of time so that I could make up unit cards. As a unit was destroyed or routed off-table, I would collect the cards. It soon became obvious to me that the "Good" side was out to an early lead. Despite the bad activation rolls of the Steppe Horsemen, their units were holding firm on their flank of the battlefield. Keith's troops were all over the board, but didn't seem to be taking many casualties, either. As usual, Allen's lost a couple of his 6-figure units of knights, as they advanced beyond the support range of their infantry archers, hand gunners, and spearmen. 

    Facing two armies, the Steppe tribesmen frequently used magical barriers to keep the enemy at bay
The players all seemed to be having a good time, though. I had cautioned them against creating armies of huge numbers of small point value units, worrying this would slow the game down. They had listened, and most armies seemed to be composed of 6 or 7 units. Most of the gems were grabbed in the first few turns. After that, they changed hands only as a result of lost combats. I hadn't been tabulating which side had the most, but my guess was that Good was ahead in that category, too. As losses began to mount, or an army's horde of gems grew, all across the table, the forces began to back away from each other. They prepared to withdraw from the battlefield. When it seemed all six armies were done engaging enemy, I asked the players if they wanted to call the game. They agreed, and so I counted up the points. 

    Frustrated beastmen prepare to finally charge into a tribal unit of light riders
First, each Evil army was in possession of only one gem each -- 15 total points. The Good armies had 11 -- for 55 points! When tabulating losses, the trend continued. In the end, the Good armies combined for a win with a 3:1 advantage in points -- a decisive victory for Good over Evil. I thanked the players for bringing their armies -- Keith, in particular, had fielded three of the armies that were on the battlefield. I believe everyone continues to enjoy the rules, so I look forward to more evenings of Dragon Rampant! Maybe next time I will get to play, too...ha, ha!

    The orc's giant sand worm tunnels up to the surface & charges into Keith's unit of bullywogs
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 159
  • Miniatures painted in 2026: 73

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 3
  • Terrain painted in 2026: 22

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 16
  • Scatter painted in 2026: 48

    Keith's unit of Frogmen heavy foot, also armed with short range missiles, sight in on an enemy

    Seeing they are carrying a magical gem, goblin halberdiers charge into a unit of human light riders

 
    Keith's army of frogs, dinosaurs, and such were all over the center of the table snatching gems