Sure. This isn't even an unusual setup for this party, except that during peacetime Vlad only keeps four to ten skellies onhand, and often leaves them at home during the day. But he's a necromancer, of course he stockpiles bones and armor, just as a noble stockpiles crossbows and a fighter stockpiles wyvern venom.
The point I was making in that post is that vanilla dragons are so laughably weak that even a midlevel party's go-to tactics will destroy it with minimal losses if it engages in any area larger than a traffic intersection. 150' x 50' isn't very big after all--the cafeteria at work is 150' by 150'. If the dragon cannot win an open field battle, he is forced onto the defensive and you use similar tactics to offensively strafe him to death. You can heal and he can't, nor does he regain legendary resistance between strafing runs. Someone who can't do offense effectively will always lose strategically unless their defense is so crushing that they interdict all intruders with perfection. A vanilla dragon can manage that against 3rd level characters, not against 11th. Therefore I make my dragons tough enough that the boring old straightforward go-to strategy becomes uncertain of success. Sorcerer levels do that for me, although I also like the idea of increasing their movement rate on the second round of flight in the same direction.
What you're describing is a side effect of bounded accuracy. A dragon is a harder opponent than a high CR melee fighter, who is also laughably weak against anything ranged.
I've turned a level 17 Fighter into a pin cushion with skeletons as well, forcing him to retreat. Welcome to bounded accuracy where ACs are capped and ranged combat rules.