Summer Skirmish – Act VII

Round 4 Undead The Open Grave spell expires and the Dragon attacks. The Wyrm is no match for this Undead army, as it produces only 6 damage from its claw, which is easily parried by 11 saves. Furthermore, the 10 melee results are exactly what is needed to get rid of the Dragon. As a…

Summer Skirmish – Act VI

Feral The Feral Force have so far avoided getting in on any action and, hence, avoided any trouble or loss of units. Feral 1st March The Feral home army continue to push forward unopposed. The Flatland moves to its 6th face. Feral 2nd March The reserve army attempt to generate magic. The 4 that they…

Summer Skirmish – Act V

Selumari 1st March The Selumari reserve army attempt to generate magic. They somehow manage to accumulate 5 results and cast Wind Walk. The Home army now have at least a small chance of outmanoeuvring the Undead. Selumari 2nd March The Home army, assisted with Wind Walk, try to manoeuvre, contested by the Undead. The Flatland…

Summer Skirmish – Act IV

Undead 1st March In desperate need of getting troops back into action, the reserve army try to generate magic. They produce 3 results but, with their Bone Magic racial ability, this is augmented by one for each unit producing non-ID magic – two of them in this instance. The total is therefore now 5 results….

Summer Skirmish – Act III

Vagha The Vagha are concentrated at two Highland terrains and therefore have use of Mountain Mastery skill at both, which will help them to control the battle proximity. Vagha 1st March The home army try to manoeuvre and the Feral try to counter. With Mountain Mastery counting as Manoeuvres, the Vagha produce 11 results, beating…

Summer Skirmish – Act II

Selumari Having taken a bit of a beating from the Undead, the Selumari need to bring on the help of Minor Terrains to strengthen their position. Selumari 1st March At the Feral home terrain, the Cavalry introduce a Coastland Knoll. They introduce the Water element, giving them the Coastal Dodge ability, and can also count…

Summer Skirmish – Act I

This is the first bite-sized episode of a 4 player Dragon Dice battle. It is designed to give worked examples of the rules and is therefore taken at a slow pace. The introduction and set-up can be found here:- Scottish Summer Skirmish Undead Undead 1st March The home army introduce a deadland bridge in place…

Scottish Summer Skirmish

Whilst speaking to one of my Australian Dragon Dice playing friends yesterday, we discussed the expansion of the ‘tutorial’ aspect of this blog at some length. I pointed out that, unfortunately, the Allen household is not in possession of a lot of the the available dice in the game and, as such, I am limited…

Kaelrich’s Guide to the Undead

Due to my Empryian (Firewalker) nature I look upon the undead and stare in wonder. They are slow, They all hit very hard. They are all hard to kill, they can cast with the best of Magicians. Think about nearly every undead unit as heavy Melee with a dabbling of something else. Racials: Stepped Damage:…

Friday Night Challenge – Part 3

Having managed to reconstruct the battlefield as it was left at the weekend, the troops are now ready to continue. Round 5 Undead Undead 1st March The Undead campaign army do not have time to waste on fixing the annoying little problem of frontier ownership and decide to cast magic. They generate 2 results and…