Author Archive

Fighting Sail action ahoy!

Posted on December 11th, 2017 under . Posted by

A squadron of Royal Navy 6th Rates

A fun night last week playing Fighting Sail with Comrade James, Colonel Bish and the Canberra boys.

Admiral Comrade James in action!

I enjoyed the rules, which are quite abstracted when compared to most oth…

The Fighting Retreat to Dusters’ Drift

Posted on December 1st, 2017 under , . Posted by

Being a video battle report from our Colonial game this week – LOTs of fun!

"We come on the Orders of the Great White Queen!"

Posted on November 27th, 2017 under , . Posted by

My Imperial Force

As promised, here is the British and Boer forces for the Zulu war.  The British Cavalry bore the worst of the damage to their lances and swords but otherwise this whole thing is a testament to the wonderful Testors’ dullcoat…

"Why do you come to the Land of the Zulu?"

Posted on November 25th, 2017 under , . Posted by

Massed warriors (around 350 of them)- how a Zulu Impi should look!

This is a post some 24 years in the making! Some time ago I quite enjoyed Colonial gaming and the Zulu War was my conflict of choice.  Some mates and I put together armies in 15…

"Why do you come to the Land of the Zulu?"

Posted on November 25th, 2017 under , . Posted by

Massed warriors (around 350 of them)- how a Zulu Impi should look!

This is a post some 24 years in the making! Some time ago I quite enjoyed Colonial gaming and the Zulu War was my conflict of choice.  Some mates and I put together armies in 15…

AHPC VIII "Ate" – Call of the Wild

Posted on November 21st, 2017 under . Posted by

The Analogue Hobbies Painting Challenge Season 8, will commence on 20 Dec!
The call for nominations is out and you can read all about it here: The Eighth Annual Analogue Hobbies Painting Challenge

I’ve signed up for my fourth appearance in thi…

AHPC VIII "Ate" – Call of the Wild

Posted on November 21st, 2017 under . Posted by

The Analogue Hobbies Painting Challenge Season 8, will commence on 20 Dec!
The call for nominations is out and you can read all about it here: The Eighth Annual Analogue Hobbies Painting Challenge

I’ve signed up for my fourth appearance in thi…

Ice Trolls!

Posted on November 17th, 2017 under . Posted by

Earlier this year during the painting challenge, I painted up some lovely 90s vintage sculpts of Ice Trolls. I just loved these guys and their characterful faces. So much so that I have now painted up another 8 to bring the collection to an even doze…

Ice Trolls!

Posted on November 17th, 2017 under . Posted by

Earlier this year during the painting challenge, I painted up some lovely 90s vintage sculpts of Ice Trolls. I just loved these guys and their characterful faces. So much so that I have now painted up another 8 to bring the collection to an even doze…

Little Wars Canberra

Posted on November 12th, 2017 under . Posted by

A few of the club lads climbed into the car today for a road trip to Little Wars Canberra (about 3 hrs each way).  A small show in only its third year, it was nonetheless very welcoming and most enjoyable. Unlike most Australian Cons, this one del…

Little Wars Canberra

Posted on November 12th, 2017 under . Posted by

A few of the club lads climbed into the car today for a road trip to Little Wars Canberra (about 3 hrs each way).  A small show in only its third year, it was nonetheless very welcoming and most enjoyable. Unlike most Australian Cons, this one del…

Kings of War: First Game

Posted on November 10th, 2017 under . Posted by

My Battle Line is formed

Played my first KoW game this week under the tutelage of club buddy Marty.  We played a big 2 v2 game on my new textured Cigar Battle Mat.  I used my Riders of Doom Dragon Rampant army to build a force for the simi…

Kings of War: First Game

Posted on November 10th, 2017 under . Posted by

My Battle Line is formed

Played my first KoW game this week under the tutelage of club buddy Marty.  We played a big 2 v2 game on my new textured Cigar Battle Mat.  I used my Riders of Doom Dragon Rampant army to build a force for the simi…

Centenary of the Bolshevik Revolution

Posted on November 7th, 2017 under . Posted by

Lenin – the Man, The Myth, The Poster

Welcome to the Revolution Comrades! 100 Years ago today the Bolshevik Guards (directed by one V.I. Lenin) stormed the Winter Palace to topple the post Romanov Interim Government. Good job mobilising the masses a…

Centenary of the Bolshevik Revolution

Posted on November 7th, 2017 under . Posted by

Lenin – the Man, The Myth, The Poster

Welcome to the Revolution Comrades! 100 Years ago today the Bolshevik Guards (directed by one V.I. Lenin) stormed the Winter Palace to topple the post Romanov Interim Government. Good job mobilising the masses and standing up to a really crap regime! 

1930s Soviet propaganda re-enactment of the storming of the Winter Palace

Of course, it tailed off a bit with the subsequent Civil War and the less said about those Soviet Chaps the better (though they were pretty handy against those angry Germans). Dasvidanya Tovarish!

Comrade Kitty, because the internet breaks if you dont post enough cat pictures.

The Centenary of the Battle of Beersheba

Posted on October 31st, 2017 under . Posted by

Today is the centennary of the Battle of Beersheba, fought in Syria during the Great War.  In this action the British Egypt Expeditionary Force, comprised on a range of British and Imperial troops (including Australians and New Zealanders) under…

The Centenary of the Battle of Beersheba

Posted on October 31st, 2017 under . Posted by

Today is the centennary of the Battle of Beersheba, fought in Syria during the Great War.  In this action the British Egypt Expeditionary Force, comprised on a range of British and Imperial troops (including Australians and New Zealanders) under…

Scenario and Campaign Update: Haresburg Held!

Posted on October 29th, 2017 under , , . Posted by

Ducks Defeated! Haresburg Held! In a very closely fought battle, the Mallardian raiders were thrown out of the Hopsland border city. The Defenders held their own and inflicted savage casualties on the Duck forces, though the latter did take substantial booty with them. Will this reversal of Duck fortunes be reflected across the frontier or is this just a local set back? Only time will tell…

In the quiet pre dawn at Haresburg…
Unwanted Guests on the doorstep
Dwarf Bezerkers lead the forlorn hope



And enter the killing ground at the gatehouse. Even those glorious red beards could not save them…

2 burned objectives later…


The Rabbit relief force rides forth!
Followed by the Duck extraction team



In the end the raiding force burned 2 of the 4 objectives but were wiped out on return.  Their relief force did make contact though and some made it off the table despite the heavy horse units trying o block heir escape. It came down to the wire, but the defenders where up by 1 VP at game end to claim a pyrrhic victory, but a Victory nonetheless!

Here is the scenario:

Hopping Mad at Haresburg
An escalating Dragon Rampant scenario for 4 players.

Situation: The Mallardian Spring Offensive has caught the enemy off guard, capturing much of the frontier zone.  The Army of the One True Duck is now encroaching upon the Hoplandian homeland and outlying towns.  But with supplies of fresh underwear and Oil of Uhlan dwindling, Prince Arr l’Orange is having trouble controlling his adventurous

Royal Army of the One True Duck.

Phase 1 
While the Army bypassed South of the walled town of Haresburg, a number of Troll Mercenaries in Duck employment decided to boost their pay with additional loot, and a number of the Army’s units joined them to destroy effigies of the false Rabbit God.  The Hoplandian garrison must now defend the town, while the Duck forces seek to loot (and burn, obviously – there must always be burning) four objectives around the town.

Phase 2
Meanwhile, Prince Arr l’Orange is furious at the unauthorised fun and decreed that anyone participating in the pillage should leave the town within the hour. However, his delivery of this order through interpretive dance was not well received so he personally leads a body of his horsemen to cease the mayhem and hang the ringleaders (and confiscate the loot, naturally).

Simultaneously, the Commander of the Rabbit army’s flank guard ses the smoke haze above the walled town and rides to investigate and destroy any raiders in the area.


Table setup

The table represents the approaches to, and parts of the walled town of Haresburg. The table to played lengthwise, split into two halves by a curtain wall. The southern approaches to the town should be cleared with scattered areas of light cover, crop fields and hedges but no major obstacles. Place a road leading to the curtain wall gatehouse.

The town wall runs East-West across the width of the table and has two access points to the city; the gatehouse, and a 6-8inch breached section of the wall (its been undermined by all those warrens). The gate is open (traitors…) and is clear terrain to move through, while the wall breach counts as
rough terrain (so both parties attack and defend on 5+ and with armour 2).Inside Haresburg there should be a number of buildings setup along street lines; moderately crowded but with enough space to manoeuvre units. Designate four objectives inside the town in separate and prominent buildings (Guild Hall, Church etc)


Forces
– two initial and two relief forces. Each operates independently and has a warlord. Once one or more relief force arrives, player sequence is determined by random card draw.


Attackers: Royal Army of the One True Duck

Phase 1 – Duck Raiders. 36 points. To simulate their unexpected approach to the city, they can deploy up to 12 inches from the Haresburg city wall.

Phase 2 – Duck relief force. 24 points, all mounted forces (including warbeasts). Enter via Special Rule in the SE corner of the table


Defenders: Scions of the White Rabbit

Phase 1 – Rabbit Garrison Defenders. 24 points. One unit may start at the city wall. The remainder deploy on the northern edge inside Haresburg. May take up to one war machine (heavy missile with weighty projectiles)

Phase 2 – Rabbit relief force. 32 points, all mounted forces (including warbeasts). Enter via Special Rule on the SW corner of the table


Objectives

This is a game of two halves with changing objectives and shifting initiative.

The initial Duck force is trying destroy the 4 objectives (see special rules on how to set an objective alight). The initial Rabbit force is to defend the town and prevent this.

The aim of the Rabbit relief force is to prevent more of the town being destroyed and stop the Ducks from escaping. The Duck relief force is to stop the unsanctioned attack and aid the escape of the remaining Duck forces.


Special Rules


Setting alight an Objective.
A unit can capture objective but setting it alight through the following procedure (taken from Lion Rampant)
– A unit must start its activation in contact with the objective
– instead of move, attack etc, the activation is to “Fire the Building!” and is successful on a 8+ if above full strength and 9+ if below half strength . Commander rerolls do not apply
– If successful: the fire catches, cannot be extinguished and objective becomes impassable.
– If unsuccessful: the unit enjoyably spends its turn drinking wine, eating some cheese and catching some rays.
More than one unit can attempt to fire the same obstacle in a turn.


Stop the looting!

The Duck looters will cease if the Duck relief force can place one of its units into contact with one of the initial Duck raider units. The Prince’s cease and desist order will then be relayed and all Duck raiders can then begin to withdraw from the table.


Arrival of the Relief Forces

Once an objective has been set alight, each player rolls separately each turn to see if their relief force arrives. This occurs on 9+ on two dice for the first turn, 7+ the second, 4+ on the third and then automatically. Entry points are detailed in the Forces section.

To move onto the board, each unit must successfully make a move activation. This means that they cant charge directly into combat from off table. If a unit fails this activation test, it will automatically enter on the relief force’s next turn.


Victory Conditions

Score Glory as follows (plus any boasts)

Attackers (Royal Army of the One True Duck);
3 points per objective burned
3 points if the relief force manage to cease the destruction.
1 point per unit to escape.
2 points per enemy leader slain

Defenders (Scions of the White Rabbit);
2 points per objective unharmed.
3 points if they stop the Duck Force from leaving.
1 point per enemy unit destroyed.
2 points per enemy leader slain

Note: This scenario is factually based; during Henry VIII’s march to Therouanne in his 1513 campaign, Landsknechts in his pay attacked and looted the city of Ardres (which was paying Henry protection money) and were followed by some of the English in Henry’s army. The Hapsburg Netherlands Garrison held out as best they could, until a furious Henry personally led a body of heavy cavalry to the city, hung the ringleaders and restored order.

Adapted from a battle report and description at:
https://stuartsworkbench.blogspot.com.au/2017/10/battle-report-raid-on-ardes.html


Many thanks Stuart!

Scenario and Campaign Update: Haresburg Held!

Posted on October 29th, 2017 under , , . Posted by

fDucks Defeated! Haresburg Held! In a very closely fought battle, the Mallardian raiders were thrown out of the Hopsland border city. The Defenders held their own and inflicted savage casualties on the Duck forces, though the latter did take substantial booty with them. Will this reversal of Duck fortunes be reflected across the frontier or is this a local set back? Only time will tell…

In the quiet pre dawn at Haresburg…
Unwanted Guests on the doorstep
Dwarf Bezerkers lead the forlorn hope



And enter the killing ground at the gatehouse. Even those glorious red beards could not save them…

2 burned objectives later…


The Rabbit relief force rides forth!
Followed by the Duck extraction team



In the end the raiding force burned 2 of the 4 objectives but were wiped out on return.  Their relief force did make contact though and some made it off the table despite the heavy horse units trying o block heir escape. It came down to the wire, but the defenders where up by 1 VP at game end to claim a pyrrhic victory, but a Victory nonetheless!

Here is the scenario:

Hopping Mad at Haresburg

An escalating Dragon Rampant scenario for 4 players.

Situation: The Mallardian Spring Offensive has caught the enemy off guard, capturing much of the frontier zone.  The Army of the One True Duck is now encroaching upon the Hoplandian homeland and outlying towns.  But with supplies of fresh underwear and Oil of Uhlan dwindling, Prince Arr l’Orange is having trouble controlling his adventurous

Royal Army of the One True Duck.

Phase 1 
While the Army bypassed South of the walled town of Haresburg, a number of Troll Mercenaries in Duck employment decided to boost their pay with additional loot, and a number of the Army’s units joined them to destroy effigies of the false Rabbit God.  The Hoplandian garrison must now defend the town, while the Duck forces seek to loot (and burn, obviously – there must always be burning) four objectives around the town.

Phase 2
Meanwhile, Prince Arr l’Orange is furious at the unauthorised fun and decreed that anyone participating in the pillage should leave the town within the hour. However, his delivery of this order through interpretive dance was not well received so he personally leads a body of his horsemen to cease the mayhem and hang the ringleaders (and confiscate the loot, naturally).

Simultaneously, the Commander of the Rabbit army’s flank guard ses the smoke haze above the walled town and rides to investigate and destroy any raiders in the area.


Table setup

The table represents the approaches to, and parts of the walled town of Haresburg. The table to played lengthwise, split into two halves by a curtain wall. The southern approaches to the town should be cleared with scattered areas of light cover, crop fields and hedges but no major obstacles. Place a road leading to the curtain wall gatehouse.

The town wall runs East-West across the width of the table and has two access points to the city; the gatehouse, and a 6-8inch breached section of the wall (its been undermined by all those warrens). The gate is open (traitors…) and is clear terrain to move through, while the wall breach counts as
rough terrain (so both parties attack and defend on 5+ and with armour 2).Inside Haresburg there should be a number of buildings setup along street lines; moderately crowded but with enough space to manoeuvre units. Designate four objectives inside the town in separate and prominent buildings (Guild Hall, Church etc)


Forces
– two initial and two relief forces. Each operates independently and has a warlord. Once one or more relief force arrives, player sequence is determined by random card draw.


Attackers: Royal Army of the One True Duck

Phase 1 – Duck Raiders. 36 points. To simulate their unexpected approach to the city, they can deploy up to 12 inches from the Haresburg city wall.

Phase 2 – Duck relief force. 24 points, all mounted forces (including warbeasts). Enter via Special Rule in the SE corner of the table


Defenders: Scions of the White Rabbit

Phase 1 – Rabbit Garrison Defenders. 24 points. One unit may start at the city wall. The remainder deploy on the northern edge inside Haresburg. May take up to one war machine (heavy missile with weighty projectiles)

Phase 2 – Rabbit relief force. 32 points, all mounted forces (including warbeasts). Enter via Special Rule on the SW corner of the table


Objectives

This is a game of two halves with changing objectives and shifting initiative.

The initial Duck force is trying destroy the 4 objectives (see special rules on how to set an objective alight). The initial Rabbit force is to defend the town and prevent this.

The aim of the Rabbit relief force is to prevent more of the town being destroyed and stop the Ducks from escaping. The Duck relief force is to stop the unsanctioned attack and aid the escape of the remaining Duck forces.


Special Rules


Setting alight an Objective.
A unit can capture objective but setting it alight through the following procedure (taken from Lion Rampant)
– A unit must start its activation in contact with the objective
– instead of move, attack etc, the activation is to “Fire the Building!” and is successful on a 8+ if above full strength and 9+ if below half strength . Commander rerolls do not apply
– If successful: the fire catches, cannot be extinguished and objective becomes impassable.
– If unsuccessful: the unit enjoyably spends its turn drinking wine, eating some cheese and catching some rays.
More than one unit can attempt to fire the same obstacle in a turn.


Stop the looting!

The Duck looters will cease if the Duck relief force can place one of its units into contact with one of the initial Duck raider units. The Prince’s cease and desist order will then be relayed and all Duck raiders can then begin to withdraw from the table.


Arrival of the Relief Forces

Once an objective has been set alight, each player rolls separately each turn to see if their relief force arrives. This occurs on 9+ on two dice for the first turn, 7+ the second, 4+ on the third and then automatically. Entry points are detailed in the Forces section.

To move onto the board, each unit must successfully make a move activation. This means that they cant charge directly into combat from off table. If a unit fails this activation test, it will automatically enter on the relief force’s next turn.


Victory Conditions

Score Glory as follows (plus any boasts)

Attackers (Royal Army of the One True Duck);
3 points per objective burned
3 points if the relief force manage to cease the destruction.
1 point per unit to escape.
2 points per enemy leader slain

Defenders (Scions of the White Rabbit);
2 points per objective unharmed.
3 points if they stop the Duck Force from leaving.
1 point per enemy unit destroyed.
2 points per enemy leader slain

Note: This scenario is factually based; during Henry VIII’s march to Therouanne in his 1513 campaign, Landsknechts in his pay attacked and looted the city of Ardres (which was paying Henry protection money) and were followed by some of the English in Henry’s army. The Hapsburg Netherlands Garrison held out as best they could, until a furious Henry personally led a body of heavy cavalry to the city, hung the ringleaders and restored order.

Adapted from a battle report and description at:
https://stuartsworkbench.blogspot.com.au/2017/10/battle-report-raid-on-ardes.html


Many thanks Stuart!

Campaign Update: Mallardians Advance Strongly!

Posted on October 24th, 2017 under , . Posted by

The Ducks flew home from their winter retreat early to take the Rabbits by surprise in their Spring Offensive. The fiercely contested Ticklecock bridge was eventually taken and a commanding position on Nutter’s Knoll protects their southern flank. It w…

Campaign Update: Mallardians Advance Strongly!

Posted on October 24th, 2017 under , . Posted by

The Ducks flew home from their winter retreat early to take the Rabbits by surprise in their Spring Offensive. The fiercely contested Ticklecock bridge was eventually taken and a commanding position on Nutter’s Knoll protects their southern flank. It w…

Hobby Catch-up

Posted on October 22nd, 2017 under , . Posted by

I’ve been getting a bit of painting done over the last few weeks and realise that I haven’t posted it here at the blog.  A few highlights:

Fireforge resin markers – for use with a range in games as battered/shock etc.  I’m really thrilled with the way they have come out, and abandoned my sepia wash idea to keep them bright and striking.

As inspiration, I looked up the 14th Century German Manuscript Wappenrolle, which has a great record of shields and heraldry (thanks for the suggestion Alan).  All of my markers are reproductions of the designs seen there – even the chicken!


And to expand my Riders of Doom themed Army in Dragon Rampant, I have added the inspiringly named ‘Green Regiment’. In the non-campaigning season these strapping lads are popular street entertainers renowned for interpretative dance performances including “The Eviseration of Bogfriar’s Abbey”, “Blood Party at Netherwallop” and the unforgettable “The Nightmare of Knacker’s Hole”

As the most attractive member of the troupe, the bearded Ginger is the Green Regiment’s Commander (and choreographer)

 Plastic GW Chaos Marauder figures

“We need a bigger warbeast!”

Hobby Catch-up

Posted on October 22nd, 2017 under , . Posted by

I’ve been getting a bit of painting done over the last few weeks and realise that I haven’t posted it here at the blog.  A few highlights:

Fireforge resin markers – for use with a range in games as battered/shock etc.  I’m really thrilled with the way they have come out, and abandoned my sepia wash idea to keep them bright and striking.

As inspiration, I looked up the 14th Century German Manuscript Wappenrolle, which has a great record of shields and heraldry (thanks for the suggestion Alan).  All of my markers are reproductions of the designs seen there – even the chicken!


And to expand my Riders of Doom themed Army in Dragon 

Rampant, I have added the inspiringly named ‘Green Regiment’. In the non-campaigning season these strapping lads are popular street entertainers renowned for interpretative dance performances including “The Eviseration of Bogfriar’s Abbey”, “Blood Party at Netherwallop” and the unforgettable “The Nightmare of Knacker’s Hole”


As the most attractive member of the troupe, the bearded Ginger is the Green Regiment’s Commander (and choreographer)

 Plastic GW Chaos Marauder figures

“We need a bigger warbeast!”

The Mother of Dragons – Dragon Rampant Scenario

Posted on October 19th, 2017 under , . Posted by

As part of our Fowlwarren fantasy Campaign, I hunted down some Warhammer Skirmish scenarios and adapted them for Dragon Rampant – they have been quite a hit.  This one is a Dragon egg hunt.  I also modified it by tying the appearance of the Mother Dragon to the first nest getting robbed, so it added a real tension of “who would be first” and thus bring doom down upon them all – lots of fun!

In his later memoirs, Dwarf Commander Alanus Dux would consider that being first to
grab the eggs was one of the more foolhardy decisions of his military career…

Posted here for others to enjoy and I would love to hear any feedback you may have.
Here is the player handout:

Down and dirty at Scratchley Bottom


The region known as Scratchley Bottom is a renowned nesting area for…Dragons! 

Your General greatly desires adding a few flying lizards to his Army (who wouldn’t?), and has ordered you to collect as many of the fertilised eggs as possible.  Obviously the enemy will be trying to do the same.  Its is unlikely that the Mummy Dragon will be very generous with her offspring…

There are 6 nests on the table. Each nest contains a secret number of eggs: 3, 2, or 1 (written under the token)

To collect the eggs, a unit must finish a movement action on the nest. Secretly look at the number but do not reveal it to your opponent.  The eggs stay with that unit until they withdraw from the field.  If the carrying unit is routed or destroyed, the eggs are dropped in their last location.  Eggs can be transferred between units which are adjacent at the end of the carrying unit’s move.


The Dragon

.  Mother is currently out hunting but will be along soon. She is a Smaug level badass


 
Mother remains off table until the first nest is violated. At that time roll after each players’ turn – on a 6+ she will fly into the centre of the table.  

Mother will take a turn after each player finishes (I told you she was a Smaug level badass!)
As long as there are eggs left in the nests, she will stay within 18” of the centre of the board to defend them.  In doing so, she:
– will attack the closest unit in range.  ie Charge and attack if able to reach in one turn, or Flame breath attack on units within 12inches
– If two units are equidistant, she will be focus on units carrying eggs, if any.
– If there are no units within attack range, she will use her turn to move towards nests still containing eggs vice empty ones

Hint for Players – the Dragon is a big, scary beast (appropriately). Consider when it might be time to cut your losses and scarper with what you’ve got!

The Mother of Dragons – Dragon Rampant Scenario

Posted on October 19th, 2017 under , . Posted by

As part of our Fowlwarren fantasy Campaign, I hunted down some Warhammer Skirmish scenarios and adapted them for Dragon Rampant – they have been quite a hit.  This one is a Dragon egg hunt.  I also modified it by tyingfont-family: inherit;”> the appearance of the Mother Dragon to the first nest getting robbed, so it added a real tension of “who would be first” and thus bring doom down upon them all – lots of fun!

In his later memoirs, Dwarf Commander Alanus Dux would consider that being first to
grab the eggs was one of the more foolhardy decisions of his military career…

Posted here for others to enjoy and I would love to hear any feedback you may have.
Here is the player handout:

Down and dirty at Scratchley Bottom


The region known as Scratchley Bottom is a renowned nesting area for…Dragons! Your General greatly desires adding a few flying lizards to his Army (who wouldn’t?), and has ordered you to collect as many of the fertilised eggs as possible.  Obviously the enemy will be trying to do the same.  Its is unlikely that the Mummy Dragon will be very generous with her offspring…

There are 6 nests on the table. Each nest contains a secret number of eggs: 3, 2, or 1 (written under the token)

To collect the eggs, a unit must finish a movement action on the nest. Secretly look at the number but do not reveal it to your opponent.  The eggs stay with that unit until they withdraw from the field.  If the carrying unit is routed or destroyed, the eggs are dropped in their last location.  Eggs can be transferred between units which are adjacent at the end of the carrying unit’s move.


The Dragon.  Mother is currently out hunting but will be along soon. She is a Smaug level badass

 
Mother remains off table until the first nest is violated. At that time roll after each players’ turn – on a 6+ she will fly into the centre of the table.  

Mother will take a turn after each player finishes (I told you she was a Smaug level badass!)
As long as there are eggs left in the nests, she will stay within 18” of the centre of the board to defend them.  In doing so, she:
–       will attack the closest unit in range.  ie Charge and attack if able to reach in one turn, or Flame breath attack on units within 12inches
– If two units are equidistant, she will be focus on units carrying eggs, if any.
– If there are no units within attack range, she will use her turn to move towards nests still containing eggs vice empty ones

Hint for Players – the Dragon is a big, scary beast (appropriately). Consider when it might be time to cut your losses and scarper with what you’ve got!