Wednesday, 17 June 2026

Dragon Rampant Dragon Masters vs Lizzards - Who will be grateful dead?

 

Wot is this!?  I hear you cry, wail and admonish.  2 big games, 1 day.  Is that legal?  Even betwix consenting adults?  Let alone in public!

Matt brought his lizards and off we go!

8.4.5.18.7.4.14.=60 points

8p Jugger GW 1 as 6  

1

Move 6+  10”


Attack 5+ AttackV 3+ Defence V6+ -1 courage

Courage 3+ Armour 4 


No Shoot 


Wild charge. Ranger. Stomper..  Fearsome






4p Striding murderer 

LW 2as 6

1

Move 6+  12”


Attack 5+ AttackV 4+ Defence V6+

Courage 4+ Armour 3 


No Shoot 


Wild charge. Ranger/fleet






5p Horned murderer 

LW 2as 6

1

Move 6+  12”


Attack 5+ AttackV 4+ Reroll 6 Defence V6+

Courage 4+ Armour 3 


No Shoot 


Wild charge. Ranger/fleet Berserk until 1/2






9p Fiend GW 2 as 6

2

Move 6+  8”


Attack 5+ AttackV 3+  6=2 Defence V6+

Courage 3+ Armour 4 


No Shoot 


Wild charge. Ranger. Stomper Slow  Bloodthirsty






7p Blue Horror LW 

2 as 6

1

Move 6+  12”


Attack 5+ AttackV 4+ 6=2 Defence V6+

Courage 4+ Armour 3 


No Shoot 


Wild charge. Ranger/fleet Venom 






4p Spiders Lw 

2as 6

1

Move 6+  14”


Attack 5+ AttackV 4+ 6=2 Defence V6+

Courage 4+ Armour 3 


No Shoot 


Wild charge. Ranger/fleet Fast






7p  Termagant HI. 

6 as 12  

2

Move 5+ 6”


Attack 6+ AttackV 4+ Defence V4+

Courage 4+ Armour 3 


Shoot 6+ 5+  6”


Offensive Missiles


Fiends. 


Murderers and blue horrors.


Entoyment has 2 low tables perfect for me.  When we got there (10am on a Thursday) one was clear and the other a rural setting with a few 28mm buildings.  Used clear for game 1 and moved over for this one.  Nice!

I got attack so Matt rearranged the scenery and added some shanties.


Big blue are greater warbeasts and there's lesser on the flank.  


Horned murderers charge a greater, kill 2 for loss of 1 but they break and get chased and stomped!




Blue horrors get into a push & shove with lessers.


Fiends get repulsed!


Going well, isn't it?


Feeling outnumbered.



OK, that was interesting.  A lesson we'd learned before was that warbeasts are expensive and can be stomped by a more mundane and balanced force.  Still, fun game lasting less than 3 hours despite the points.





















Xenos Rampant Mechs vs Basics - the Dragon Masters

 

Corporate briefing room 3. 09.10. "Sir, this planet's rulers have developed an interesting biological base.  They have some useful pharmaceutical exports to the Shaka Khanate (inscrutable oriental corporations)  But there is a major problem, they are being courted by an Ixx faction, called the Shadows who use advance biologicals, to become a client race.

Our initial military assessment is that they use heavy biologicals for front line forces whilst the indigenous form lighter but well (imported Khanate) armed infantry and support units.


We have identified a viable resource target, a production facility in a mountain valley. (consults map. I can't do maps) There is a small landing zone that has a Khanate Fukyu SDB boat that is the priority target. Central area is a storage and pipe farm area plus fields, which are either material, food or waste management. Far end of the valley is production and living quarters. Most of this is underground. Priority targets (after the SDB) is sampling, by your recon teams, and recovering same, from these 3 locations and any encountered viable biological assets encountered.

Local resistance, local workers form a light infantry workers militia. You can expect at least one heavy infantry security team. The local chieftain, warlord or area administrator will dispatch forces."

Matt used his recent Mech's. We were both eager to use these and I wanted to try a disparate force mix, 'cos I've more coming---.


7.2.3.14.4.4= 34   15. 18 .14. 47 = 81 points.

7p Jugger 1 as 5  

1

Move Free  (6+)  10”


Attack 5+ AttackV 3+ Defence V6+

Vec Half armour Other-1

Courage 3+ Armour 4 


No Shoot 


Wild charge. Open/ranger. Demolitions. Blades. 






2p Striding murderer 

LX 2 as 5

1

Move Free  (6+)  12”


Attack 5+ AttackV 4+ Defence V6+

Courage 4+ Armour 3 


No Shoot 


Wild charge. Open/ranger.






3p Horned murderer 

LX 2 as 5

1

Move Free  (6+)  12”


Attack 5+ AttackV 4+ Defence V6+  armour-1

Courage 4+ Armour 3 


No Shoot 


Wild charge.  Blades Open/ranger.






7p Fiend F.Vec 2 as 5

2

Move Free  (6+)  6”


Attack 6+ AttackV 4+ Defence V5+ 

Vec Half armour Other-1

Courage 3+ Armour 6 


No Shoot 


ATV Anti Tank. Dem. Blades. Walker.  Unarmed






4p Blue Horror LX 2 as 5

1

Move Free  (6+)  12”


Attack 5+ AttackV 4+ Defence V6+ -1 Courage

Courage 4+ Armour 3 


No Shoot 


Wild charge.  Open/ranger.  Fearsom






4p Spiders LX 2 as 5

1

Move Free  (6+)  12”


Attack 5+ AttackV 4+ Defence V5+

Courage 4+ Armour 3 


No Shoot 


Wild charge.  Open/ranger.  Cunning. 






5p  Termagant HI. 

4 as 10  

3

Move 5+ 6”


Attack 6+ AttackV 4+ Defence V4+

Courage 4+ Armour 3 


Shoot Free (6+) 

5+  12”


Firefight.  Go To Ground. Assault doc. 

CQ doc. Inc. size






3p  Basics LI  5 

6

Move Free (5+) 8”


Attack 6+ AttackV 6+ Defence V5+

Courage 4+ Armour 3 


Shoot 6+ 6  18”  6=2 


Firefight.  Go To Ground. HW






7p  Support Weapons 2 as 5

2

Move 6+ 6”


Defence 5+

Courage 4  Armour 2


ShootFree  (7+) 4 24”  6=2


Firefight.  Spotters.  Heavy Weapon. 


Scenery! All mine but Matt provided a shanty town.










Light infantry and Termagants.



I diced for troop locations, black dice 1-6.  Locals going about their jobs and grabbing stashed kit.  Hence light infantry.  I got most on turn 1.


Matt turns up.


SDB gets stomped first off.  Like the landers, these were not pointed.


Unit of Termagants fight a walker.  They put up a good fight but get stomped--.


Another approaches the wall before it's fully manned.


Big Daddy.  Turn 2, second lander arrives.


My largest concentration.


Invaders finish off the SDB.



My remaining forces turn up just in time to get hopped on.  If the HW team had turnup up on turn 1---.



Blue horrors are lined up to storm the second lander, forcing Big Daddy to intercept.


Turn 3 my relief turn up, which was nice!


A running firefight, emplaced infantry repels heavy, who then get charged by Termagants. Craters = artillery strikes.


Shooting going bang!


Purple = lost lives and red tokens = broken.  Crom.


Bugger.


Command staying back. Getting hit hard!


The horrors, outclassed held Big Daddy for some time.


Surviving HW team has a target!  But that makes them the same.


Stomping in reverse!  But not enough.  I'd lost too much to win.  Excellent game.  Need more HW or a vehicle or 2!