The last week, I have been printing a couple of gift boxes in the shape of dragon eggs as seen in the Game of Thrones TV show, as I wanted to use them for delivering our presents to the two youngsters whose confirmations we attended this weekend (one Saturday, one Sunday).
Of course, my printer had to act up, causing me a lot of grief and wasted filament, until I figured out what exactly was wrong and could mend it.
But I managed to finish the last bottom just in time for today, and we could fill up the egg with Magic the Gathering booster packs for the son of one of my old friends (yesterday was the daughter of an even older friend who wished for funds for buying a parrot).
Both parties well finished, my printer is now building mortal Gods style bases I am planning to use for One Page Rules Age of Fantasy Skirmish (as well as Mortal Gods/Mythic), as it also uses 3-man groups of many troop types.
Showing posts with label Dragons. Show all posts
Showing posts with label Dragons. Show all posts
Sunday, 19 May 2019
Friday, 2 January 2015
D&D Attack Wing: Dragons of the Spanish Main
Afternoon the 29th of December we started a game that had to wait until morning the 31st for its conclusion.
I broke out the 3x3 table I painted up for Pirates of the Spanish Main some years ago, and also dug out the box with the game components.
So, instead of using ships to collect gold, we played D&D-AW with a few homebrewed rules:

I broke out the 3x3 table I painted up for Pirates of the Spanish Main some years ago, and also dug out the box with the game components.
So, instead of using ships to collect gold, we played D&D-AW with a few homebrewed rules:
- The first dragon to hoard 10 points of treasure on its home island is the winner.
- Dragons can pick up and/or release treasure as an action when on the ground.
- Dragons may release treasure as an action when swooping over an island, needing 1 hit on a roll with 2 dice for the treasure to land safely (otherwise it lands in the water and is lost).
- Dragons may release treasure as an action when flying over an island, needing 1 hit on a roll of 1 die for the treasure to land safely (see above).
- Dragons may steal treasure from other dragons' islands.
And, one more rule we agreed on near the end of the game:
- Dragons may try to pick up treasure as an action when swooping over an island, needing 1 hit on a roll of 1 die to succeed.
| Dragons grabbing gold |
| Eshaedra decided to go picking Galadaeros' basket |
| Which resulted in the two dragons being locked in combat for a couple of turns (both failed to choose maneuvrers sufficient for moving clear of the other). |
| Of course, Eshaedra (my dragon) was the only one to take damage. |
| In the meantime, Balagos kept harvesting gold. |
| And finally the two others broke free |
| Galadaeros decided to return the favour. |
| This was a breath attack, using +1 die for being at range 4 (special Ashaedra skill). I roll teribly. 1 hit was easily deflected by Galadaeros' armour. |
| Ashaedra, realizing that Balagos had amassed quite a hoard by now, decided to drop her payload and go for Balagos' island. |
| I misjudged the distance for this move... |
| Bites were exchanged. |
| Tail lash |
| Trying to get in position for a second attempt |
| Here's another one of my fantastic attack rolls. There's FOUR hit results on each die... |
| Got mauled again. One more point of damage, and it's goodbye, Ashaedra... |
| Which happened right next turn. Only 2 dragons left in the archipelago. Lea is calculating the correct approach to her island. |
| And Galadaeros lands the final gold to claim victory! |
The game is much more interesting with the full rules. Not because of the extra abilities (although the breath attacks are a nice feature), but because the armour actually deflects a lot of damage, giving the dragons more freedom to act.
Also, the 3 height levels (fly, swoop, ground) add a lot to the game (and were fully exploited for this set-up).
The learning curve from the quick-start rules to the full rules is pretty steep; there's a lot of extra stuff to remember, and I decided to introduce one upgrade card at a time (this time going for the breath attacks).
The game is also more fun with a scenario/some objectives added just duking it out for 'last man standing' isn't really very rewarding; the rule book contains some 'adventures', but I think that coming up with interesting scenarios is going to be the main corner-stone for this to become a game that we play regularly (my girls like to play it, no doubt, but if they are to maintain interest in it, I think I'll have to keep thinking up new plots).
Does the game work?
Yes, certainly! I think the nature of it being a fame set in the D&D universe made the designers add a tiny bit too high level of complexity in order to catch the feel of the original; we tried to set up for a standard 3-player game, and there was no way we would have been able to juggle all those upgrades.
That being said, I think most seasoned role-players will have a blast playing the game, because of the high level of customizability.
Did I get value for money?
Absolutely! We have many hours of gaming time yet to be had from just the contents of the basic set alone, and then there's a whole world of expansions to be explored, too.
Labels:
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Tuesday, 30 December 2014
D&D Attack Wing - Second Game, Almost Quick Start Rules
We somehow had the movement initiative upside down, so the Lvl 10 Copper Dragon Galadaeros moved first all the time, while the Lvl 8 Red Dragon Balagos moved last.
We were well into the third game before I realized the mistake, but I'll see to that we get it right from now on!
| The Dragons start circling each other |
| Ashaedra just manages to avoid Balagos' bite |
| Balagos and Galadaeros exchange bites |
| Ashaedra fails to notice that Balagos just made a wingabout... |
| ...and gets caught between a rock and a hard place... |
| ...sending her spinning towards the ground. |
| Balagos starts chasing Galadaeros... |
| ...tailing him closely... |
| ...almost losing him... |
| ...but finally catching up, delivering the killing blow. |
Under the full rules, Ashaedra might easily have survived getting caught between the two others, but the simple rules should probably not be used as we did for games ivolving more than 2 Dragons, as it is far too easy to gang up and quickly dispatch an opponent.
We are in the middle of a game of treasure hoarding that I hope we can conclude tomorrow (otherwise we'll have to scrap it, as the dining table is reserved for tomorrow eve's feast).
Labels:
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Monday, 29 December 2014
D&D Attack Wing - First Game, Quick Start Rules
| Turn 1: Both dragons haste forward. |
The starter box contains 3 dragons, blue, red, and copper, and for both there is a named/unique/character, and a generic version (represented by a card, just like the pilot cards in the X-Wing game).
| Turn 2: Balagos banks to the right |
Normally, under these rules, the dragons would be able to use their Bite attack only, but as mentioned, we decided to allow the Tail attack (to the rear), as it would mean that you couldn't kill the opponent off by tailing her.
We quickly started circling each other, and my greater experience from playing X-Wing and Star Trek: Attack Wing meant that I got into attack position rather early.
| Turn 2: Eshaedra makes a wingabout |
Lea didn't quite master the maneuvering part right away, as the large bases of the dragons (they are the size of big X-Wing ship bases like the Millennium Falcon, etc.) means that the moves become a bit longer than immediately obvious from the length of the rulers, but after a few turns she got the hang of it.
The Quick-Start rules do not use the Armour rules, so the Dragons have hit points equal to their Health + Armor values.
| Turn 3: Balagos turns left, while Eshaedra flyes slowly forward and Bites him in the flank |
As can be seen from the pictures, I anticipated most of Lea's moves, and thus I dealt a lot more damage than she did.
In the end, though, the outcome was decided by Balagos accidentially leaving the table (one could argue that he fled the scene being one hit away from getting downed).
Anna finished her book while Lea and I were playing, and she joined us at the table, bringing cookies and clementines to the fray.
Lea wanted a rematch right away, so we organized a 3-Dragon match, using the Quick-Start rules once more. I shall post a write-up tomorrow, if I find the time for it (we have a 3rd game going on, featuring islands and gold, but more of that on a later occation).
| Turn 4: Flying close, the two Dragons angrily snarl and Bite. Note the 5 Damage cards by now received by Balagos, and the single one by Eshaedra. |
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Saturday, 27 December 2014
D&D: Attack Wing
Went out and bought this today.
First impression:
I wish they had made the box a bit bigger, as especially the red dragon is going to need some hot water repositioning of the wings, and I don't think the card components have the same high quality finish that ST:AW and SW:XW sports.
That being said, a lot of components are BIGGER in this game than we have come to expect from playing its two predecessors. All the fiddly markers have been upscaled to a size where they handle much easier and is not so easily dropped by butter-fingered players. This is nice, and I hope FFG does the same for Star Wars: Armada, due out first quarter 2015, if I remember correctly.
A quick read-trough of the rules booklet reveals that the basic system save a few twists, is the same as in the two sci-fi games. There are some interesting features regarding upgrades, and armour, and generally speaking it seems that WizKids have tried to capture the D&D 'feel' with their tweaking.
One fun feature is the TWO manoeuver dials for each dragon type - one for flight, and one for trampling about on the ground.
I hope to try the quick-play rules with my daughters tomorrow, and then a basic game with some upgtades and expanded rules one of the next days.
First impression:
I wish they had made the box a bit bigger, as especially the red dragon is going to need some hot water repositioning of the wings, and I don't think the card components have the same high quality finish that ST:AW and SW:XW sports.
That being said, a lot of components are BIGGER in this game than we have come to expect from playing its two predecessors. All the fiddly markers have been upscaled to a size where they handle much easier and is not so easily dropped by butter-fingered players. This is nice, and I hope FFG does the same for Star Wars: Armada, due out first quarter 2015, if I remember correctly.
A quick read-trough of the rules booklet reveals that the basic system save a few twists, is the same as in the two sci-fi games. There are some interesting features regarding upgrades, and armour, and generally speaking it seems that WizKids have tried to capture the D&D 'feel' with their tweaking.
One fun feature is the TWO manoeuver dials for each dragon type - one for flight, and one for trampling about on the ground.
I hope to try the quick-play rules with my daughters tomorrow, and then a basic game with some upgtades and expanded rules one of the next days.
Labels:
Acquisitions,
D&D,
D&D: Attack Wing,
Dragons,
Fantasy,
Miniatures,
Review,
Rules,
WizKids
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