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"Dragon War- Riders of Ashara Kickstarter Sneak Peek Site" Topic


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Tgerritsen Supporting Member of TMP01 May 2015 10:51 a.m. PST

I'm finally going live with the kickstarter for my Dragon War- Riders of Ashara game later this month.

Dragon War- Riders of Ashara is a table-top miniatures game of riders and their dragon steeds. Set in an original world drawing upon dragon mythology from the many legends of our own world, Dragon War- Riders of Ashara focuses on dragons and riders fighting against air, ground and sea adversaries. Their foes come from the nine kingdoms of man across three separate continents- each with their own motivations and machinations. Ashara is a world of incredibly high mountain ranges that divide the continents, meaning that wars must be fought either from the air or by sea.

Please check out our web site about the game, the components and the World of Ashara at dragon-war.com

picture

DS615101 May 2015 12:15 p.m. PST

I would be interested in knowing more of how it plays.
Based on the component list, it looks like X-wing, or the new D&D Attack Wing.

Tgerritsen Supporting Member of TMP01 May 2015 12:40 p.m. PST

There's a section on game play on the site that will be expanded. The first article is there and more will be added each week leading up to the Kickstarter.

It's a concept I've been working on for a number of years. I'm not going to lie- D&D Attack Wing was announced right after we decided to pursue finishing this project, and that felt like a big blow. However, we decided to proceed based on important differences:

Focus on Riders and steeds
Cooperative Play Focus- play in missions and campaign
Experience and growth model for riders and dragons
More interaction between ground armies
Vastly different game world
Dragon archetypes drawn from real world mythology
Core mechanic based on dragon Stamina and Fatigue
Allows solo play
Not pre-painted
Not tournament vs play focused

The play, at first blush, is similar to Wings of War/Glory, X-Wing and Attack Wing, but it plays very differently in practice in how managing stamina affects your tactics and how players interact to succeed.

seldonH01 May 2015 2:03 p.m. PST

the differences that you mentioned are exactly the issues that kept me away from attack wing dragons.. the only thing I'm not very sure is your comment on ground armies… another reason for my luck of interest on attack wing dragons is all those ground troops… eager to see how they play in your game

this sound like fun, I love the idea of the riders… any chance you can do place holders for little magnets so we can switch the riders…

looks really interesting

do thy have to be 20mm, seems that 15 would allow this to interact with othr current 15mm fantasy armies…

Tgerritsen Supporting Member of TMP01 May 2015 2:49 p.m. PST

As for the mounting of riders, the final version will be peg and hole, and the riders are completely swappable. It is pretty easy to add magnets if you like (I can't do it in the package as the costs are pretty high), but my prototype uses magnets for exactly that reason.

As for scale, I started at 15mm, but the riders just came out so very small. Going 28mm would have made the dragons enormous, and unwieldy for play. We went to 20mm so that the riders, which are a big focus of the game, can be seen and painted in detail. Honestly I think they'd mix well with 18mm figs, and the dragons, alone, could mix well regardless since they are big at either scale.

As for ground troops, one of the things I really wanted to do was allow people enough options so that they can play the way they want to. I didn't want a game that is just competitive tournament focused, though you certainly can play it that way.

I'll go into it a little more in a future game play article, but at the basic level, there are two primary ways you can come up against ground units.

The first is in a single mission (or mission within a campaign) where you are trying to take out ground units, or prevent ground units from transiting across the map. Some ground units can be fixed- like an archer tower, or a target, like a castle that has to be hit enough until it is destroyed. These are co-operative play focused with ground units working in a pre-programmed and reactionary fashion.

The trick in these missions is to plan your strikes so you do the most damage while minimizing your exposure to ground fire. I'd say these missions tend to play a bit like the bomber missions or balloon busting missions in Wings of War/Glory.

The second mode where you would face ground troops is in what is called Conquest Mode, which is competitive focused. Both sides get a force of ground troops as well as dragons. The goal is for one force of ground troops to destroy the other. The side that does that first, wins. In these battles, your own side has to defend your own ground forces, assault the enemy ground forces, and try not to get hit by opposing dragons all at once. It's a bit more chaotic.

In my game ground units are formations- a formation of archers, a formation of cavalry, a formation of men at arms. They are on thick cut out flats because I want the focus on dragons (on the one hand) and because you will be flying right over these units (on the other hand). They aren't individual heroes, or individual figures, but masses of troops, so they can absorb damage, and if you get too close, dish it out to you. There are attached anti-dragon siege engines that you can bring along, but they move very slowly.

There is a third form of ground unit, and that's the Goliath. He's a special case in that he's a 100 foot tall crazed giant looking to eat your dragon (or anything else he can get his hands on). He's tall enough to engage dragons in melee while they are in the air (unless you opt to soar, which is the highest altitude, but you won't be able to interact with him, and he won't be able to interact with you).

If the game does well, our next expansion will include a sea supplement with dragons over the water against sailing ships. One of the factions, The Pirate Lords of the Blood Sea, is pirate themed, so we're already having a lot of fun with that.

FoxtrotPapaRomeo01 May 2015 8:47 p.m. PST

The dragons and riders by themselves are very appealing. Would you consider selling them separately?

Have a great day, Foxtrot

seldonH02 May 2015 5:34 a.m. PST

Really interesting…. I have not gone into kickstarter for a while but this might push me.

I much prefer your concept of the ground troops as mission context elements…

Ok… I'll be waiting

Francisco

Tgerritsen Supporting Member of TMP03 May 2015 7:36 a.m. PST

Foxtrot, if you are asking if we'd sell dragon/rider packs, we haven't nailed down our final distribution plans, but it is very likely we will sell them separately so that players can have multiple dragons. Such packs will include a dragon and a rider (though as I mentioned, you can mix and match the dragons and riders at will).

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