Wednesday, 23 October 2024

Dragon Rampant 6 for Halloween at Entoyment (Poole, Dorset UK)



Halloween, I'm running a fun Dragon Rampant series of games suitable for the holiday.
I'm doing a "session" roughly every 2 hours from 10am. With up to 4 on the table at any time I might not get as many pics as you'd like!

  1. Army of The Summoner.




No more 24p 0n table, 

can be recycled.

3p Summoner  1 as 6


Move 7+ 10”


Defence 5+

Courage 0  Armour 4


6+ raises 1 unit per turn.


Raised within 12” summoner 

& no closer 6^ enemy.






6p  Guard Elite cav  5 as 6  

2

Move 7+ 10”


Attack 5+ Attack V3+ 

Defence 5+

Courage 0  Armour 4


No Shoot


Wild Charge.  Counter Charge 7+ 

Undead 






4p Bellicose Foot 12

3

Move 6+ 8”


Attack 5+ Attack V3+ Defence 6+

Courage 0  Armour 2


No Shoot


Wild Charge.  Counter Charge foot

7+ Undead  N0 minus rough terrain.






  1. Vanguard of Hades 




Cyclops, 2 chariots Spear

6p  Cyclops Great Warbeasts 3 as 6 

1

Move 6+ 10”


Attack 5+ Attack V3+ Defence 6+  

   no minus rough 

Courage 0  Armour 4


No Shooting


Wild Charge.  Counter Charge 7+ 

Undead 






6p Heavy Riders Chariots 

2 as 6

2

Move 5+ 10” 

No Rough, linear!


Attack 5+ Attack V4+ Defence 5+ 

Courage 0  Armour 3


No Shooting


Counter Charge 7+ Undead






6p  Heavy Spear    12  


Move 5+ 6” 


Attack 6+ Attack V4+ Defence 4+    

Courage 0  Armour 3


No Shooting


Offensive Undead 






  1. Grateful Medieval Dead





8p Wizardlings Elite Ft 3 as 6   

1

Move 5+ 6” 


Attack 5+ Attack V3+ Defence 4+    

Courage 0  Armour 4


No Shooting


No - rough terrain. Undead 

Heal 7+  18”


Restors 1p


Befuddle 7+ 18”  

Automatically breaks unit

Power Bolt 


Shoot 7+ 4+ 18” -1 over12” 








6p  Heavy Spear    12  

1

Move 5+ 6” 


Attack 6+ Attack V5+ Defence 4+    

Courage 0  Armour 3


No Shooting


Undead. Wall of Spears move action 

+1 armour.






4p Bellicose Foot 12

2

Move 6+ 8”


Attack 5+ Attack V3+ Defence 6+

Courage 0  Armour 2


No Shoot


Wild Charge.  Counter Charge foot 7+ Undead 

N0 - rough terrain.






2p   Scouts 6

1

Move 5+ 8”

N0 minus rough terrain.


Attack 7+ Attack V6+ Defence V6+

Courage 0 Armour 1


7+ 5+ 12”


Hard to target armour 2 over 12”  Evade 7+

Skirmish 7+ ½ move and shoot at-1.  Undead 






  1. Im Ho Tep !


3 chariots 3 hordes



7p Chariots (H ride) 3 as 6

3

Move 5+ 10” 


Attack 5+ Attack V4+ Defence 5+    

Courage 0 Armour 4


Shooting 6+ 5+ 12”


No - rough or linear terrain. Undead 






1p Ravenous Mummy Hordes  12

3

Move 6+ 6” 


Attack 7+ Attack V6+ Defence 6+    

Courage 0 Armour 1


No Shooting


Undead.






  1. Star Lords Enslaved


2 elite 2 warbeasts. Or 1 warbeast 1 Spear


The only not-undead






Evil Overlord Tute n Comon 

(attached to below)


Commanding


1 per turn.  Any unit within 12”  

Reroll failed  Move Attack or 

Shoot roll.

8p Elite Jaffas 5+ 1 as 6 

1

Move 5+ 6” 


Attack 5+ Attack V3+ Defence 4+    

Courage 3 Armour 4


Shooting 6+  5+ 18”


No  minus  rough terrain.






8p Elite Jaffas  6 

1

Move 5+ 6” 


Attack 5+ Attack V3+ Defence 4+    

Courage 3 Armour 4


Shooting 6+  5+ 18”


No  minus  rough terrain.






4p  (L) Warbeasts!  6

2

Move 6+ 12” 


Attack 5+ Attack V4+ Defence 6+    

Courage 4 Armour 3


No Shooting 


Wild Charge  No minus rough terrain. 






4p Heavy  Jaffas K’akes 

Spear  12 

1

Move 5+ 6” 


Attack 6+ Attack V5+ Defence 4+    

Courage 4 Armour 3


No Shooting 


Wall of Spear (move action)






  1. Bast’s Bastards





9p  Skorpion  2 as 6

1

Move 6+ 10 ”


Attack 5+ Attack V3+ Defence 6+

Venom.  Any attack 6 on dice = 2

Courage 3 armour 4 


No Shoot


Wild Charge. N0 minus roughterrain. 






6p (BF) Legion 6 as 12

1

Move 6+ 8”


Attack 5+ Attack V3+ Defence 6+

Courage 4  Armour 3


No Shoot


Wild Charge.  

Counter Charge foot 7+  

N0 minus rough terrain.  

Shiny armour






4p Bellicose Foot 12

1

Move 6+ 8”


Attack 5+ Attack V3+ Defence 6+

Courage 4  Armour 2


No Shoot


Wild Charge.  

Counter Charge foot 7+ 

N0 minus rough terrain.






4p  Scouts (LC)   6 

1

Move 5+ 12”

N0 minus rough terrain.


Attack 7+ Attack V5+ Defence V6+

Courage 5  Armour 3


7+ 5+ 12”


Hard to target armour 2 over 12”  Evade 7+

Skirmish 7+ ½ move & shoot at -1. 






1p Ravenous Hordes  12

1

Move 6+ 6” 


Attack 7+ Attack V6+ Defence 6+    

Courage 0 Armour 1


No Shooting


Undead.



These scenarios are variants of the excellent ones in the book.


2 player March and Die Again.


Each side may add 1-3 (or not) areas of rough ground or hills that don’t impede their own progress.  Defender goes first, then Attacker.  Roll for initiative.


Both deploy in column along their long edge baseline.  Try and get units off the short edge in front.  Retreat is doom!



2 or 4 player Grab The Bits and Go!


A magical battle was waged here.  8 magical crystals litter the field, surrounded by rough ground.


The field is divided into 8 and a crystal is placed no closer than 6” of an edge or 12” of each other.  Any crystal getting within 12”, both will explode destroying both units.


Units are deployed at same time within 6” of baseline.



3 Player   The Lost Naughty Bit of the Resurrected God


And Lo!  The God was reassembled bar one bit - that’s now in a box and it’s been liberated.


Each side places 1 unit in sequence Attacker, Defender. The Interloper rolls to bring on each unit, no closer than 12” of enemy unit, after the others are deployed until all on or turnover, when play passes to the Attacker. 


Attacker (pre-owner)  has the entrance to their realm(one corner)  at their back, and must deploy within 12” of it.


Defender.  Sets up terrain (Dice, up to 3, hill or rough ground, wood or BUA not in deployment areas), then deploys as above with units no closer than 12” of the opposing  corner.  Can deploy in rough ground.

The - treasure is with one unit. It can be passed 3” as a move action.


And Lo!  The God was reassembled bar one bit - that’s now in a box and it’s been liberated.


Each side places 1 unit in sequence Attacker, Defender. The Interloper rolls to bring on each unit, no closer than 12” of enemy unit, after the others are deployed until all on or turnover, when play passes to the Attacker. 



4 Player You’re Doomed!  DOOOMED!


Each player is assigned a gem.  Place these in the Grail.  Order of play is determined by drawing.


Ist player may place 1 piece of terrain in their deployment area ( or not) Then dices to place each unit within 6” of their baseline.  Once complete or turnover passes to second. 



4 Player Ringbearer!


Each player is assigned a gem.  Place these in the Grail.  Order of play is determined by drawing.


Ist player may place 1 piece of terrain in their deployment area ( or not) Then places all unit within 6” of their baseline.  

Once complete passes to second. 


Now 4 plain dice are added to the Grail.  One has a number.  This side has the grail.  Mark on the sheet which unit.

IF the leader has it, them may choose one spell plus leadership radius expanded from 12” to 18”.


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