Thursday, 21 May 2015

Dragon fight - Third play test

I ran another solo play-test for Dragon Fight 2.

This time I played the Large Green vs the Night Fox. Both 30 pt designs, but the Big Green looks like more Dragon for your points. Night Fox's smaller Body Dice meant he got to use Agile manoeuvres. Big Green had to stick with more stately Soaring and Banking.
As it was Night Fox's Breath was pretty ineffective compared to Strike. I really need to look at the Flaming Breath rules...

Changes this time,

  • I rolled a single Wings dice at the beginning of each Round for Precedence and Movement Points. 
  • I used gaining or losing Speed when Climbing or Diving to modify start of round Wings roll's. 
  • I made Tight Turns [60'-90'] an Agile Manoeuvre.

Night Fox got lucky on the starting Height Band rolling a double 2 for HB = 8 (2 +6)
Big Green rolled a 3 and a 1 for HB = 3

Big Green.    Started at position 6, Height Band  = 3
Body:  D10  +1
Wings: D8  +1
Strike:  D8  +1
Defence:     +1
Breath:   -

Night Fox.       Started at position 1, Height Band  = 8
Body:   D6  +1
Wings:  D8  +1
Strike:  D6  +1
Defence:    +1
Breath:  D6

Night Fox's Height advantage gave him Precedence for the first two rounds whilst Big Green soared for more height. As Green had to climb he was losing Speed each round which effected his initial Wings rolls. Even so for the first four Rounds, Big Green got more MP and as he was using a D10 template he moved much further than Night Fox's D6 template. Both Dragons circled gaining height.

On Round 3 Green won Precedence. Fox went on the offensive performing a Wingover to dive into Breath range of the larger Dragon. Fox rolled a 1 for Breath +1 for Speed gain, which Green shrugged off with a Body roll of 9. Green was now at HB 7 whilst Fox was back down to HB 8.

On Round 4 Green won Precedence again. Fox swooped in for a Strike rolling a 4 which Green shrugged off again with Defence of 1 and a Body roll of 5. This time Green made four Turns to bring him into Striking range of Fox. Green's Strike roll of 4 less 1 defence  was just beaten by Fox's Body roll of 4.



On Round 5 Night Fox won precedence again. As it was getting near going home time, Green curved off to head back for his lair. Fox chased after and struck rolling a 6+1 for 7 damage. Green Countered rolling 3+1 for 4 damage. Both dragon's Defence took one off the damage, Fox rolled a 3 for body equalling the damage. Green rolled a 3 meaning a major wound, then a location roll of 1 for a head wound. Fox wins by a knockout!

Interesting game as the two dragons appeared mis matched at first. Big Green came over as rather lazy relying on his greater size to intimidate, while Night Fox showed a real aggressive streak. 
Flaming Breath has been totally ineffective in all the play tests so far. I may have to go back to the machine gun rules from Fokker Fodder.

Monday, 18 May 2015

Dragon Fight - Little model dragons

Spotted in Boyes, Whitfriargate whilst I was looking for a teapot.



I have seen packs of three Dragons Domain figures in the Works too, but they are cheaper at Boyes.
They seem to have a good range of different sized dragons, but they are mainly in standing poses.



How to Train your Dragon figures. The individual packs look rather deformed but still cute.
The real bargain is ...


A Bucket of Dragons!! (for £9.99) I am so tempted.
The Dragons are all small figures (about thumb sized) but they are posed flying.
There are also larger figures of Hiccup and the other Vikings from HTTYD. for some strange reason, these are much bigger than the dragons.

Friday, 15 May 2015

Dragon Fight - Play Test 2

Dragon Fight 2

Second Play Test 12th May 2015

I had another solo play-test of Dragon Fight. Flying my Red and Green example dragons over 9 rounds.

The new manoeuvres seem to work well but combat was pretty inconclusive.
There was plenty of conflict as both Dragons got chances to hit each other and they both took damage but only Red took a Wound, reducing his Breath Weapon to D4.
As they were both rolling D6+1 for Strike and had D6+2 or D8 body and +2 Defence each, they managed to shake off most of the damage.

I played the Evade roll as all or nothing. If an Evade attempt fails (rolls less than Strike) then the defending flier takes all the Strike roll as damage. It is not reduced by the Evade roll.

I need other players to create dragons for testing.
Thirty points may be too limited, forty points should give you plenty to play with.

I was rolling Wings twice at the start of each round, once for Precedence and once for Movement Points.
Red the less agile flier won Precedence on five out of nine rounds but consistently had less Movement Points in each Round.
It might be more sensible to use one roll for both, or that might be too much of a double whammy for fliers with smaller Wings dice ?

There were a couple of occasions when one or other Dragon got into a Tail position.
In these cases it made game sense for the dragon in front to move first despite Precedence.
The Wings roll for shaking off a Tail became redundant as both Fliers managed to manoeuvre out of the Tailing situation.

I took photos of the game in progress.


Green:
Body:     D6          +2           Green uses a D6 / 6" move template.
Wings:   D10        +1
Strike:    D6          +1
Defence:              +2
Breath:  -             

Red:
Body:     D8                         Red uses a d8 / 8" move template.
Wings:   D6         
Strike:    D6          +1
Defence:              +2
Breath:  D6         


Rolling for Start positions and Height Band.
Green started at 1 HB 6
Red started at 2 HB 6

Round 1
Green:   Precedence = 8  MP = 15               HB = 6
Red:       Precedence = 7  MP = 7   HB = 6

Precedence (P) = Height Band + Wings dice +/- Speed
Movement Points (MP) = Wings Dice + 4

Red:       Soar; Straight;                   Gain 1 HB, lose 1 Speed
Green:   Soar x2; Bank; Straight;   Gain 2 HB, lose 2 Speed 

Both Fliers started at Height Band 6 then spent the first couple of rounds climbing to HB 8. Both dragons stayed at HB 8 for the rest of the game.
Note: Straights and Soars can include a turn of up to 30' so both Dragons were curving round to meet.
If there were more fliers would there be more incentive to change altitude during the game ?

Round 2
Green:   P = 8      MP = 9   HB = 8
Red:       P = 7      MP = 8   HB = 7

Both fliers rolled low on Precedence and the Speed penalty reduced it further
Green wins Precedence Red moves first.

Red:       Soar; Straight x2               Gain 1 HB, lose 1 Speed
Green:   Straight x3, Strike!, Straight

Green Strike = 5-2 Defence = 3 damage, Red Body roll = 2 resulting in the only Wound of the game. Red's Breath reduced to D4.
Red Counters = 3-2 Defence = 1 damage, green Body Roll = 6 no wound.

Round 3
Green:   P = 10    MP = 9   HB = 8
Red:       P = 10*  MP = 6   HB = 8

*Red wins Precedence as he has a smaller Wings dice. Green moves first.

Green:   Bank x3
Red:       Bank x2

Both fliers pulled round towards each other but did not engage.



Round 4
Green:   P = 12    MP = 14               HB = 8
Red:       P = 12*  MP = 9   HB = 8

*Red wins Precedence as he has a smaller Wings dice. Green moves first.

Green:   Straight x6
Red:       Bank x3 Strike!

Green made 6x 30' turns, trying to make some distance between them.
Red made 3x 60' turns, Red catches Green and Strikes, Green Evades.
Red Strike = 4
Green Evade (Wings) = 11 Red misses.



Round 5
Green:   P = 13    MP = 12               HB = 8
Red:       P = 10    MP = 6   HB = 8

Green wins Precedence, Red moves first

Red:       Straight x3 
Green:   Bank x4

Red turns away after striking, Green Evades.

Red Strike = 7
Green Evades (Wings) = 3

Red strikes Green for 7-2 damage, Green Body roll = 6 no wound.



Round 6
Green:   P = 11    MP = 7
Red:       P= 14     MP = 5

Red wins Precedence except Green has a Tail, Red has to move first.

Red:       Bank, Straight
Green:   Straight x3

Green Strikes Red for 5, Red Counters for 3.

Green Strike = 5-2 Defence = 3 damage, Red Body roll = 6 no wound.
Red Counters (Strike) = 3-2 Defence = 1 damage, green Body Roll = 5 no wound.



Round 7
Green:   P = 11    MP = 7
Red:       P = 12    MP = 10

Red wins Precedence, Green moves first

Green:   Bank, Straight x2
Red:       Tight turn (90') x2, Straight

Green Banks away, Red pursues and Breathes.
Red Breath = 3
Green Evade = 6 Missed!



Round 8
Green:   P = 12    MP = 11
Red:       P = 11    MP = 5

Green wins Precedence, Red moves first. Red attempts to Tail Green but is shaken off.

Red:       Bank, Straight
Green:   Straight x5

Turn 9
Green:   P = 17    MP = 13
Red:       P = 10    MP = 8

Green wins Precedence, Red moves first.

Red:       Straight x4
Green:   Straight x6

Time to go home, both Fliers head for their lairs.