TacticsWD 331 · pp. 64–69
Mat Ward moves from dragon legends to the practical challenge of commanding an immensely powerful but self-preserving monster. Its best targets are ordinary warriors, since wounds from heroic opponents can trigger courage tests and flight. Optional wings, fire, spells and thicker hide create different roles, and two sample armies show how supporting creatures or Easterling formations can compensate for the dragon’s cost and the vulnerabilities of its remaining troops.
Middle-earth Strategy Battle GameMonsters of Middle-earth
TacticsWD 331 · pp. 68–69
A fast Dol Guldur force uses wargs, spiders and bats to overwhelm a flank while its flying dragon attacks the strongest resistance. An Easterling alternative pairs two compact armoured formations with a flying fire-breather that removes archers and pressures the enemy’s rear. The comparison explains why each force performs differently against hordes, elite troops and balanced armies, making the dragon part of a coordinated plan rather than an independent solution.
Middle-earth Strategy Battle GameDol Guldur
PaintingWD 331 · pp. 70–71
The red dragon’s scales progress from a purple-red foundation to fine orange edges, leaving darker centres and joins for depth. Wings use the same palette through drybrushing, while bone-tipped horns and yellow-glazed eyes create contrasting details. Mark Bedford’s green alternative follows the scale method with a restrained reptilian palette, showing how real animal references can produce a convincing monster without changing the underlying technique.
Middle-earth Strategy Battle GameMonsters of Middle-earth13 paint colours