
With Halloween approaching, and with the huge success of his “Beowulf” game in October 2025, Mike once again stepped up to the plate with a spooky clash using the Dragon Rampant rules.
This year’s game pitted plucky human warriors against an unholy alliance of Greenskins and the Ossified Undead. Mike took on the role of umpire, while Alex, Mick and I led the human forces. Dave commanded the Greenskins, with Nathan taking charge of the Skeletons.
The Scenario
The Human Northern Alliance has pushed one of its armies deep into enemy territory; a territory which is being bitterly contested by the Greenskins and their allies. With supply lines stretched (and often cut by the enemy) several supply convoys have been sent out to reach the Alliance's hard-pressed army.
One such convoy reaches a vale scattered with mounds and hillocks or are they tumuli? There is movement in the distance. Could that be the enemy? The heavily armed and armoured convoy must push ahead and fight their way through. Welcome to Hacky Valley.
Deployment and Objective
The game was played on an 8’ x 4’ table, with forces deploying along the opposing long edges. The human forces included three supply wagons - they would score a point for each wagon to exit the board via the opposite long edge. The Greenskins meanwhile would earn a point for each wagon they captured.
The sides took it in turn to deploy three units each, until the battle lines had been drawn.
The Greenskins deployed their elite “hopper” heavy cavalry on the extreme right flank, with infantry in the centre, supported by a goblin wizard perched atop a towering ogre and a fearsome minotaur. Their calcified allies deployed archers in the centre-left, with heavy cavalry and a chariot holding the left flank.
The Human Alliance, meanwhile, deployed a strong centre, comprising two units each of elite, heavy and light infantry, alongside all three supply wagons. Their right flank, facing the Skeleton horde, was equally formidable, boasting two units of elite heavy cavalry.
Things looked considerably less reassuring on the left. Here, a handful of scouts and a solitary cavalry unit were tasked with facing the cream of the Greenskin force. It was either a bold tactical gamble or a recipe for a very short afternoon - and the dice had yet to be rolled.

The Game
As the attackers, the humans moved first, sending their elite cavalry forward on the right while the scouts on the left made a dash for the relative safety of the woodland. In the centre, the supply train began its slow advance - although only one of the three wagons managed to pass its activation roll. An ominous start for the human logistics department.
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| The supply wagons begin their advance |
In return, the undead lurched forward in unison, while the Greenskins eyed up the exposed human scouts. As the battle lines closed, a series of failed activations among the wagons and elite cavalry began to disrupt the human advance.
First blood went to the Greenskins on the human left, where warhounds bravely counter charged the fearsome hopper cavalry, only to be beaten off without inflicting any damage. The scouts and supporting cavalry fared rather better, however, with some excellent dice rolling from Mick keeping the hoppers occupied and buying precious time for the wagons.

Meanwhile, the human centre received an unwelcome visitor. A towering minotaur lumbered out of the woodland and onto the flank of the light infantry, who responded with a volley of javelins that did little more than scratch the beast. The ensuing melee went the minotaur's way, forcing the infantry to retreat, although not before they had inflicted some serious damage of their own.
With their route ahead blocked by friendly troops, the increasingly desperate wagon drivers scattered, each taking a different route towards safety. The human centre and right were faring better, with well-timed cavalry charges forcing the Skeletons onto the defensive and pinning much of the undead force in place. With two wagons enjoying a relatively clear run ahead, the game seemed to be turning in the humans' favour.
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| A minotaur wanders out of the central woodland, while the supply wagons split up |
Sensing danger, the goblin leader urged his ogre mount forward, smashing into and obliterating the unit tasked with guarding one of the supply wagons. One point to the Greenskin side.

It was at this moment that the forces of evil chose to play their trump card. The ground to the rear of the human battle line began to shake and tremble. Two fresh units of Skeleton infantry erupted from a nearby tumulus, appearing directly behind another supply wagon. The human generals hurriedly redirected their remaining infantry to deal with this unexpected threat, but the situation was rapidly deteriorating.

On the left, the hoppers had finally finished off the scouts and now joined a unit of Orc warriors in attacking the isolated wagon. Its defenders fought valiantly, but were overwhelmed by the superior Greenskin force. Another wagon lost, another point to the Greenskins, and with that, the game.

Wanting to salvage something from this defeat, the remaining human infantry and a sole cavalryman fought a heroic rearguard action, keeping superior forces at bay while the remaining supply wagon plodded toward safety.

Sadly, heroism can only get you so far when your transport has the pace of a particularly reluctant wheelbarrow. The brave knight's watch eventually ended, the Skeletons caught the wagon, and its defenders were overwhelmed.

A clean sweep for the Greenskins and Skeletons, then, with all three wagons captured or intercepted. A thoroughly enjoyable game nonetheless, with plenty of dramatic twists and some excellent moments around the table.
Thanks to Mike for running an excellent game, and to Dave, Nathan, Mick and Alex for playing it in exactly the right spirit.
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