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…

Treefolk v Frostwings – Part 4

This is Part 4 of an Advanced Level Dragon Dice battle. It is recommended that you read Part 1 before continuing. Treefolk The Transmute Rock to Mud and the Wall of Thorns spells expire. Treefolk 1st March The campaign army try to cast magic. The Magic Drain reduces the 7 results down to 5. An…

Treefolk v Frostwings- Part 2

This is Part 2 of an Advanced Level Dragon Dice battle. It is recommended that you read Part 1 before continuing. Treefolk The two treefolk armies are in need of repositioning. The horde have already witnessed the sheer firepower of the Frostwing home army and were fortunate that they had decided to go for a…

The Frost Report – Part 7

This is Part 7 of the battle report. It is recommended that you read from the beginning. Part 1 can be found here:- Frostwings v The Blues – Part 1 Areosa All spells on the Frontier terrain now expire – it is now a safe place to visit. The Water/Air Hybrid Wyrm attacks the Areosa…

The Frost Report – Part 5

Round 4 Blues The Blues appear to have done enough to be safe to try to claim the Areosan home terrain. They now need to start making plans to take the second terrain. With the dragonkin prisoners to the terrain to which they were summoned, and the Coral Elves largely functioning to take advantage of…

The Frost Report – Part 4

Given the current weakness of the Blues in both missile and melee, despite having plenty of saves, the Areosa are just as safe at their home terrain as they are in reserves, as the only damage that they are likely to take comes from magic. The way forward would seem to be to split into…

Trogs v Blues – Part 2

After the first round, there is only a single casualty in the DUAs, a Leopard Rider that came victim to our old celebrity friend, the Sharpshooter. The important battle is now about to begin as the tussle over the Coastal Tower, the home terrain of the Blues, becomes the focus of both sides’ attention. Blues…

Coral Elves v Firewalkers – Part 12

At the start of the turn, the Ash Storm and the Wind Walk spells on the Empyrea all expire. The Eldarim in the horde army recruit a fire Dragonfoal. The Empyrean home army, once again, forego their manoeuvre to remain in a magic casting position. The army produce 11 air magic, or 7 fire magic….

Coral Elves v Firewalkers – Part 11

At the opening of Round 11, both sides are depleted, with the Empyrean force split. The Eldarim Dragon Handlers ability recruits a Dragonscout. They attempt to generate magic. They produce 8 firewalker results plus another 4 fire magic. This casts 2 Wind Walks on the horde, and a resurrection on a shield bearer. Now for…