"Age of Wonders II" These days you buy older games like that as digital downloads for a few dollars. The latest version has suffix "shadow magic", with a few more optional features.
It is completely turn based with separate combat map when units fight over a hex. (All neighbor hexes join in the battle)
http://aow2.heavengames.com/ has locations to buy digitally on top, and information on how to make own types of units, maps, and scenarios.
One downside of version 2 over version 1 is only the main wizard can now cast global/multi-turn spells so harder to simulate a Dirtomancer making crap golems.
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"The problem with dwagons is that they are very vulnerable to attack from multiple opponents. They will be ok as ground units if you can provide other units to stack with them for protection, in particular knights or warlords. I'm not sure how many of those Sylvia has with her."
In games like this you either form a defensive line, and try to shuffle in your meat shields to help limit swarming of dragons, or you do what Parson called a "fighting retreat" in book 1. Dragons being ground units rather than flying in this battle drastically reduces their power, they can get swarmed by ground units, can't do hit and runs on enemy leadership/archers behind enemy front lines.
Similar to wars in ancient greece and roman times, middle ages, etc, a key element is to hold a solid line so you only face attacks from front. If some of your line croaks and you don't have reserves or can't get them in place in time, and the solid line breaks, your side may suddenly take 2x the damage and fall apart.