Official and Glorious Blog of the Inglorious and Officious Warheads Gaming Club

Month: November 2011 (page 1 of 2)

Battlefleet Gothic Battle Report: The Morlock Station

The Morlock Raid
The Imperial victory at Cryvan was followed by a period of relative calm. Fleet intelligence posits that this lull reflected internal disputes amongst the Eldar pirates after their initial setback. It was expected that once these leadership issues had been resolved, there would be an increase in shipping losses which would indicate an renewal of the piracy campaign. Chillingly, in parallel with the expected rise in attacks, there were confirmed reports of additional, unknown Eldar warbands transiting into the region. The newly founded Cryvan Command suspected that a major attack was imminent and ordered the bolstering of garrison fleets at all critical stations.

The Morlock Station, orbiting a terra-compatible planetoid in the Morlock Sound, was the primary supply point for patrols into the Cryvan Expanse. The surrounding asteroid fields and gas clouds greatly complicate space travel in the near vicinity which made a full colony unviable. However, these same factors, in conjunction with its location, made it an excellent fleet facility. The only viable approach to the station was quite open but was, in turn, overlooked by the massed guns of the station and its outlying defence systems.

The Eldar warband involved in this action remain largely unknown but clearly shared some common characteristics with the original Cryvan raiders. The core of the fleet was a Void Stalker battleship and a pair of Shadow and Eclipse cruisers. Three distinct escort types are present, a pair of Hellebores, four Nightshades and five Hemlocks. Some of these individual craft have been confirmed to be amongst those which fled the Battle of Cryvan.

The Imperial defenders could thank the Emperor that their commanders had recently modified standing orders in the region. The station was protected by a permanent garrison of a Tyrant and a Dictator cruiser. In reponse to the increased threat, Cryvan Command had ordered that one patrol group remain with the station at all times. This meant that the standard garrison had been joined by two Tyrant and a Dictator cruiser. This brought the total to five capital ships.

The outlying defences were built into the asteroid fields to complicate enemy auspex locks and provide an additional measure of protection and concealment. The space station itself dominated the main approach, with an orbital weapons platform and orbital defence laser platform on its right flank.
The opposite flank saw an orbital weapons platform and orbital defence laser platform protecting an orbital dock. The latter facility, in conjunction with the space station, could put eight squadrons of attack craft into the void. This was an unusual configuration as a single station would normally be considered to provide sufficient fighter cover. The construction of the orbital dock was intended as a secondary command centre in the event of the destruction of the main station.

The first inkling of danger was the arrival of unknown contacts on the edge of the sensor net. Brief contacts had been made in previous weeks but the scale of the incursion indicated a major attack was underway. A distress signal was sent by the duty astropath and the crews roused to action.
Klackons rang out across the Imperial cruisers as thousands of ratings scurried to man the gun batteries and fire up plasma containment units. It’s a testament to the size of the vessels that several crew were killed and injured in various accidents during this process.

The Nightshades closed in and launched a combined wave of torpedos at the right-hand flanking laser station. The Eldar could only have intended to eliminate the Morlock Station and force Imperial patrols to stage from Cryvan itself.
Two large swarms of Darkstar fighters converged on the station to suppress the squadrons of attack craft in its hangers. Although Eldar capital ships are delicately built, their fighters are quite resilent.

With their deadly payloads in the air, the Eldar moved back out of the Imperial threat range.

The Imperial response was traditional, using massive firepower to compensate for a lack of finesse. The orbital platforms opened up at long range, destroying all the torpedoes on their approach.

A wave of Darkstar fighters also found themselves in the wrong part of space and were shattered by a well-aimed volley of large-calibre rounds. The odds of any particular barrage detonating amongst the Darkstars was low but the weight of fire available did compensate for this.

The Imperial reponse was faster than average, Starhawk bombers roared forward with Fury interceptors sprinting to cover the lumbering attack craft.

As the Imperials scrambled to react to the first strike, the pirates had reloaded and prepared for another run.
Again, their tactics were cautious as they halted at extreme range to fire torpedoes and launch attack craft. The experience at Cryvan had left them wary of Imperial firepower at any range. Imperial analysts believe this strategy to have been gravely flawed.

A dogfight ensued in the central approach as Imperial Furies duelled with Eldar Darkstars. The Eldar shredded their counterparts in the unequal fight and moved on.

The Imperial ships had lumbered forward, forming into a tight formation to discourage any direct aggression.
Once more, the Eldar fell back. Again, their commanders clearly underestimated the ability of the garrison to destroy torpedoes and bombers in flight.
With their interceptors outclassed, the Imperial moved to a more scattershot approach, Starhawk bombers being launched in smaller waves of single squadrons.

The sheer weight of Starhawk bombers was deemed likely to overwhelm the Eldar’s ability to shoot them down.

Four squadrons of bombers swept past the gas cloud, in a bid to keep the Nightshades out of torpedo range. They did not expect to close on the fast escorts, merely to force them back.

Another four squadrons closed on the main fleet, however, their intent was on destruction rather than deterrence. The enemy capital ships were almost within range.

The reponse was brutal. Eldar Darkstar fighters managed to annihilate most of the first bomber wave. Their pilots revelled in the target rich enviroment, emptying their cannons but the second wave was sweeping by. Eldar fighters racing home found themselves interspersed with Imperial bombers on attack runs.

The Eldar registered the Imperial target. The bombers were clearly bearing down on their overworked Eclipse cruiser. To protect their main source of fighter cover, the fleet reformed to screen the key assets.

With the Imperial attack craft dominating the approaches, the Eldar fleet were herded into a close formation and away from the station.

The defending ships, increasingly confident, began moving into the outer reaches to allow the timely deployment of new bomber waves. It was clear that continuing, unrelenting pressure would undermine the enemy’s nerve. The fleet split to prevent the pirates from moving along the flanks of the station, the regular garrison broke sunward and the retasked patrol took the opposite path.

After suffering massive losses, three bomber squadrons managed to engage the enemy, catching the tail end of the enemy formation. The pilots make their runs against the escorts, targeting a Hellebore and two Nightshades.

But the attack proves entirely fruitless as the Eldar holofields disperse all of the ordnance, filling this area of space with shrapnel. The surviving Starhawk pilots, both relieved to have survived and disappointed by their failure, disperse and flee towards their home docks.

The larger fleet element moved to prevent an advance against the station on a new axis and complete the encirclement. With bombers swarming past their fighter screens, operating in the knowledge that any single bomb could cause devastation, the Eldar fleet begins to show some hesitation.
Some captain attempted to retake the initative and the Hellebores moved through the residue of the bombing raids. One is unlucky enough to trigger some stray ordnance and the resulting explosion tears it apart.

Disaster follows disaster as the Tyrants manage to clip the Shadow cruiser with their long-range batteries. The volley results in secondary explosions and the cruiser appeared crippled, it movements slowed considerably.

With the events of the earlier battles still fresh in their memories, some Eldar crews have little stomach for what is likely to develop into a fleet engagement. With first blood to the mon-keigh, echoes of that defeat begin to resonate. The Nightshade squadron are the first to crack, breaking away from combat and disappearing into the void.

With the departure of the veteran crews, the fresher Eldar crews take their cue and turn away from the station, scattering into open space. Their failure to inflict any substantial damage was demoralising and preceded another lull in pirate operations. Any Imperial pursuit was deemed futile.

With the threat past, the station staff breath a sigh of relief. This shifts to shock as the proximity alarms go off. At last moment, near disaster. One Eldar torpedo had passed unnoticed through the defence grid and closed on an orbital weapons platform. The operators watch pale-faced as it approaches inexorably and barely misses a weapons platform.

The Imperial fleets prowled in the outer system, some captains felt frustrated by the lack of major combat while others rued the loss of hundreds of flight crew. But the personnel of Morlock Station and Cryvan Command thanked the Emperor for their unexpected victory.

The Highlander Format

The Highlander format, being used at Moocon, is familiar to Warmahordes players but new to 40k players. Players outside Cork are operating under a double disadvantage, being equally unfamiliar with the format but also with the points level. 1000 points is something of a strange beast. The points level appears quite popular with Cork-based gamers but is relatively uncommon elsewhere. But 40k is 40k and the previous tournament results show that better players still finish above the herd regardless.

There are positives and negatives to the format. It allows no duplication of units, even if they are differently equipped. The main positive would be that this reduces the possibility of losing by match-up. You won’t be caught off-guard by an all-Land Raider list and crushed under their treads. All lists involved will have a certain organic balance. The main negative would be that it increases the influence of luck on any particular game. With less redundancy, the possibility for a single miss to have a fatal impact increases.
The last Moocon’s results don’t tell us much now that the format has changed. The usual suspects win out in Dark Eldar and Space Wolves but there is an oddity in the performance of the Chaos Marine codex. It seems to have performed well above expectations and I suspect it could do so again. With a limited number of codexes on hand, I’ve thrown together some sample lists to try and get a feel for the system.

The Chaos Codex seems to have a certain edge in its troops section but FOC limitations make it difficult to fully utilise, without sacrificing your best units. The Fast Attack section, in particular is simply an annoyance. But I believe the Lash Daemon Prince becomes a real terror at this points level, this will be enhanced by the lack of vehicles.

HQ: Daemon Prince (Mark of Slaanesh, Lash of Submission)
Elite: 3 Terminators (3 Combi-meltas w/Land Raider)
Troops: 5 Khorne Beserkers (Skull Champion, Powerfist)
Troops: 5 Plague Marines w/Rhino
Heavy Support: 3 Obliterators

Black Templars
I know, I know. Footsloggers are goosed. But you’re a BT player, all you have is hope and an abundance of storm shields. Why not play to those strengths? Play it fluff style.

HQ: Emperor’s Champion (Accept any challenge)
HQ: Marshall (Powerfist, Storm Shield, teleport homer)
Elites: 10 Assault Terminators
Troops: 10 Initiates (Meltagun)
Troops: 10 Initiates (Multimelta)
Here’s a strange one, using a quirk from the heavy support section. With smaller boards, the enemy has nowhere to run. One well placed Jaws will still ruin your day.

HQ: Tyranid Prime (Pair of Boneswords)
Elites: 2 Venomthropes
Troops: 12 Termagaunts
Troops: Tervigon (Catalyst, Toxin Sacs)
Heavy Support: 3 Carnifexes (Heavy Venom Cannon)

Space Wolves
And a staple of the tournament scene. The Highlander version is merely a mini-ETC list with the usual focus on shooting, a lot.

HQ: Rune Priest (Chooser, Hurricane, Lightning)
Elite: Dread (TL Autocannon x2)
Elite: Ven Dread (TL Autocannon x2)
Troops: 10 Grey Hunters (Melta x 2, Power Fist, Standard, Rhino)
Troops: 5 Blood Claws (TL Lasback)
Fast Attack: Land Speeder (Multi-melta, Heavy Flamer)
Heavy Support: 6 Long Fangs (4 Missiles, 1 Heavy Bolter)

Imperial Guard

This one is mostly stolen but awesome. Multiple vehicle types, spread over multiple FOC slots. The Guard are going to lay down some hurt.
HQ: Company Command Squad (3 Meltaguns)
Elites: Psyker Battle Squad (Chimera, 1 Extra Psyker)
Troops: Veteran Squad (3 Plasmaguns, Lascannon)
Troops: Penal Legion Squad
Fast Attack: Vendetta (Heavy Bolters)
Fast Attack: Banewolf
Heavy Support: 2 Hydras
Heavy Support: Manticore

Review: Blood Bowl Team Manager

I know, I know. It’s a wargaming blog but this is vaguely on-topic. Indeed, it’s something of a public service announcement in these times of fiscal responsibility. I bought Space Hulk for the grand sum of eighty quid a few years back. I’ve played it about five times. Blood Bowl Team Manager cost me thirty three quid a month ago and I’ve played it about twenty times.

The Mechanics
The goal of the game is not to be the most successful manager but the most popular. Good managers can get fired, managers who are adored by the fans do not. You secure your popularity by taking your starting team of half-wits and never-do-wells through a season and boosting their fan factor to new heights.

Each week, the players compete in a series of highlights from various matches and cups. The winner takes the lion’s share of the payout on offer but all participants gain something from every match, which ensures that no team stagnates. The rewards on offer include star players, team upgrades, staff upgrades and that all-important fan factor.

The Teams
The box comes with six distinct teams and the internal balance has been solid thus far. The Wood Elves have a strong passing game coupled with off-field effects to negate the impact of enemy tacklers. The Dwarves have a resilient style, players tend to fight on even when downed and their additional abilities reflect their stubborn resistance with effects which activate when hit. The Humans are the all-rounders, which could have be a weakness but allows access to a wide variety of skills. They excel in recruitment and sponsorship deals.

The Chaos have a direct cheating game style, coupled with additional “cheating” abilities from the dug-out. The Skaven share some similarity with the Chaos in making heavy use of cheating but also have a strong passing game. Their off-field abilities allow them to switch players around and benefit from defeats. The Orcs are brutal, violent and occasionally foul their way to victory. Their off-field abilities attempt to leverage their violent acts directly into fan factor. Now these descriptions are merely a basic introduction and I would warn that the teams are not as one-dimensional as is suggested here.

The Tactics

In theory, a successful game is built on careful team development and on-pitch success. But this is Blood Bowl so there are multiple paths to success. The Star Players can be used to bolster your team and change its style. Or they can be used, LA Galaxy style, as big names to drum up supporters. Staff Upgrades can be used to strengthen your squad by granting access to new skills, win matches through direct intervention (hello, Mr. Wizard) or simply increase fan factor quietly. Staff Upgrades are also central to off-pitch bids for fan factor and victory but also required to grant your team the full range of skills. Team Updates generally enhance your specific team’s playstyle by providing race-specific upgrades which tie into their abilities in some way.

No single strategy can be decided upon before the game begins, the successful coach must see how his season unfolds and choose a strategy based on his initial results. Once chosen, he must work to disguise his plans to prevent other players from countering him. This is difficult as the compulsory public display of cards will generally begin to reveal his intentions.

“That was fun. Another game?”

Replayability. I’m not convinced this is a word. But if it was, it would certainly apply here. I have never played a boardgame so often and with such a variety of opponents. The play time is quick, roughly one and a half hours, including set-up. The four player maximum makes full games easy to organise and the teaching time is incredibly quick. We have found that simply playing through the first turn gives all players the required knowledge. My copy now lives in my car so I always have it to hand whenever nerds should gather. So take that as a glowing recommendation.

Dominicon 2011 (Final Update)

So, dear players, you left Maynooth just in time. Two hours after your departure, the Dominicon staff wandered off to celebrate. Whereupon an unprecendented power cut plunged all of Maynooth Village into darkness. Our convention ended, medieval style, as we all gathered in a darkened alehouse to drink and relax after a weekend of hard labour.

I’d like to thank Gamer’s World, Brian McKenzie, Richard Flood, Tristram Hills and Barra Mac Niochaill for the terrain. I’d alaso like to thank Barnard Kroon for his stellar work behind the podium. And all our players for making the trip to our neck of the woods.

And the final standings for both 40k and Fantasy. The bolded score is the player’s final score, it is preceded by battlepoints, painting and submission scores and followed by their victory point tally.

Fantasy Final Standings
1. Kevin Rothwell [VC] (77+20+10) 107 (6600)
2. James Fitzsimons [VC] (72+20+10) 102 (5218)
3. Ivan McGowan [LZD] (61+20+10) 91 (1962)
4. Malcolm Cooney [LZD] (58+20+10) 88 (1273)
5. Richard Morrison [DE] (56+20+10) 86 (346)
6. Barry Lynch [CD] (55+20+10) 85 (608)
7. Matt Hamill [DoC] (52+20+10) 82 (943)
8. Colin Power [LZD] 50+20+10) 80 (-17)
9. Mick Wendel [OGRE] (50+20+10) 80 (-386)
10. Fergus Finch [HE] (45+20+10) 75 (-641)
11. David Wade [WoC] (37+20+10) 67 (-2160)
12. Phil Connolly [WoC] (32+20+10) 62 (-5080)
13. Chris Mince [WoC] (29+20+10) 59 (-4189)
14. Brian Dolan [LZD] (26+15+10) 51 (-4477)

40K Final Standings
1. Richard Flood [GK] (79+20+10) 109 (2828)
2. Tristram Hills [IG] (67+20+10) 97 (2345)
3. Alec Cornelius [DA] (66+20+10) 96 (1624)
4. Paul Quigley [DE] (65+20+10) 95 (1898)
5. Brian McKenzie [GK] (62+20+10) 92 (510)
6. Mike Tangney [ELD] (69+20+0) 89 (2635)
7. Barra Mac Niochaill [ELD] (57+20+10) 87 (466)
8. Philip Johnston [SW] (56+20+10) 86 (-414)
9. Alan Marshall [DE] (55+20+10) 85 (1399)
10. Dan Ahern [IG] (62+20+0) 82 (2554)
11. Jonny Fisher [GK] (51+20+10) 81 (1466)
12. Cian O’Dowd [IG] (50+20+10) 80 (-1499)
13. Ulick O’Sullivan [SW] (49+20+10) 79 (641)
14. Pearce Condren [BA] (53+15+10) 78 (776)
15. Dale Fisher [[SW] (49+15+10) 74 (1706)
16. Chris Rooney [BA] (48+15+10) 73 (-948)
17. Ryan McMullen [SW] (42+20+10) 72 (-2213)
18. Patrick Finnegan [SM] (42+20+10) 72 (-2896)
19. Alan Condren [SM] (39+20+10) 69 (-2440)
20. Derek Bieniek [GK] (35+20+10) 65 (-1983)
21. Francis Mahon [ELD] (27+20+10) 57 (-3752)
22. Stephen McCarthy [IG] (26+20+10) 56 (-4161)
23. Sam Dowzard [IG] (29+20+0) 49 (-366)
24. Cormac Ó Tuairisg [SW] (22+20+0) 42 (-176)

Dominicon 2011 (Update 5)

Apologies for the collapse of the live blogging project. I was forced to jump in as a bye buster in the last round. The last two rounds below and the final standing will be following shortly.

Fantasy Round 4
Ivan McGowan:Kevin Rothwell
Malcolm Cooney:Mick Wendel
Matt Hamill:James Fitzsimons
David Wade:Brian Dolan
Richard Morrison:Fergus Finch
Phil Connolly:Chris Mince
Colin Power:Barry Lynch
Fantasy Round 5
Kevin Rothwell:James Fitzsimons
Ivan McGowan:Malcolm Cooney
Richard Morrison:David Wade
Matt Hamill:Mick Wendel
Fergus Finch:Barry Lynch
Phil Connolly:Colin Power
Brian Dolan:Chris Mince
40k Round 4
Richard Flood:Alan Marshall
Tristram Hills:Paul Quigley
Alec Cornelius:Brian McKenzie
Barra Mac Niochaill:Dan Ahern
Cian O’Dowd:Jonny Fisher
Alan Condren:Cormac O Tuairisg
Ryan McMullen:Mike Tangney
Derek Bieniek:Sam Dowzard
Francis Mahon:Philip Johnston
Patrick Finnegan:Pearce Condren
Chris Rooney:Ulick O’Sullivan
Stephen McCarthy:Dale Fisher
40K Round 5
Tristram Hills:Richard Flood
Alec Cornelius:Ulick O’Sullivan
Brian McKenzie:Mike Tangney
Alan Marshall:Paul Quigley
Jonny Fisher:Ryan McMullen
Cian O’Dowd:Barra Mac Niochaill
Pearce Condren:Philip Johnston
Patrick Finnegan:Sam Dowzard
Alan Condren:Dan Ahern
Derek Bieniek:Dale Fisher
Francis Mahon:Chris Rooney
Stephen McCarthy:Cormac O Tuairisg

Dominicon 2011 (Update 4)

It’s Sunday morning and all is well. The Dominicon charity auction went well, with lots of 2nd edition Citadel lots, Space Crusade units, pre-2nd ed items, OOP Gorkamorka stuff, things that no-one could identify and the Mystery Brick of Magic Cards.

And now the latest from the front.

Fantasy Round 3
Kevin Rothwell:James Fitzsimons
Matt Hamill:Barry Lynch
Ivan McGowan:Malcolm Cooney
Fergus Finch:Colin Power
Richard Morrison:David Wade
Phil Connolly:Mick Wendel
Brian Dolan:Chris Mince

1. Kevin Rothwell 60 (7210)
2. Matt Hamill 40 (2766)
3. James Fitzsimons 40 (2760)
4. Ivan McGowan 40 (1669)
5. Malcolm Cooney 39 (1457)
6. Fergus Finch 34 (815)
7. Mick Wendel 31 (-252)
8. Colin Power 30 (-136)
9. Richard Morrison 22 (-2017)
10. Chris Mince 21 (-1425)
11. Barry Lynch 20 (-2400)
12. Phil Connolly 20 (-3083)
13. David Wade 17 (-2110)
14. Brian Dolan 6 (-5254)

40k Round 3 
Richard Flood:Dan Ahern
Tristram Hills:Jonny Fisher
Brian McKenzie:Mike Tangney
Alec Cornelius:Alan Marshall
Ryan McMullen:Cormac O Tuairisg
Cian O’Dowd:Alan Condren
Chris Rooney:Barra Mac Niochaill
Pearce Condren:Francis Mahon
Philip Johnston:Paul Quigley
Patrick Finnegan:Dale Fisher
Stephen McCarthy:Sam Dowzard
Derek Bieniek:Ulick O’Sullivan

1. Alan Marshall 49 (2978)
2. Richard Flood 48 (2002)
3. Tristram Hills 45 (1846)
4. Paul Quigley 44 (1644)
5. Brian McKenzie 42 549
6. Mike Tangney 38 (1372)
7. Alec Cornelius 38 (633)
8. Ryan McMullen 35 (-858)
9. Barra Mac Niochaill 34 (288)
10. Dan Ahern 32 (787)
11. Jonny Fisher 31 (1282)
12. Ulick O’Sullivan 29 (66)
13. Cian O’Dowd 29 (-1123)
14. Chris Rooney 28 (-148)
15. Pearce Condren 28 (-335)
16. Francis Mahon 27 (-1052)
17. Philip Johnston 24 (-1714)
18. Patrick Finnegan 23 (-2404)
19. Cormac O Tuairisg 22 (-176)
20. Sam Dowzard 21 (-415)
21. Alan Condren 19 (-1002)
22. Dale Fisher 15 (-169)
23. Derek Bieniek 15 (-733)
24. Stephen McCarthy 4 (-3318)

Dominicon 2011 (Update 3)

Bizarre news from the Iron Kingdoms. Cygnar actually win something. Kinda.
Plus Fantasy and 40k results from round 2.

Warmahordes Final Standings

Name/Faction/Strength of Schedule/Control Points/Points Cost Destroyed

1. Gerry Nolan (Legion) 3-4-4-113
2. Noel Flynn (Cygnar) 2-6-0-99
3. Stuart Gorman (Circle) 2-5-0-75
4. Anthony O’Reilly (Trolls) 2-4-1-65
5. Owen Conlon (Legion) 1-5-0-32
6. Tony O’Hare (Cygnar) 1-5-0-15
7. Siskey (Menoth) 1-4-1-14

Round 1
Neol puts down Siskey.
Owen breezes past Ghost, the invisible bye player.
Stuart slaps Anthony around.
Gerry beats on Tony.

Round 2
Siskey avenges himself on Ghost.
Anthony beats his near namesake, Tony.
Noel storms past Stuart.
Gerry slaps Owen back down.

Round 3
Tony sees off the plucky Ghost.
Anthony compounds Owen’s day of defeat.
Stuart does likewise, beating Siskey.
And Gerry takes on his latest challenger, Noel. And wins. Again.

40k Round 2 
Richard Flood:Paul Quigley
Brian McKenzie:Cormac O Tuairisg
Tristram Hills:Alec Cornelius
Philip Johnston:Jonny Fisher
Barra Mac Niochaill:Alan Marshall
Francis Mahon:Derek Bieniek
Ryan McMullen:Sam Dowzard
Pearce Condron:Ulick O’Sullivan
Cian O’Dowd:Dale Fisher
Alan Condren:Dan Ahern
Patrick Finnegan:Mike Tangney
Stephen McCarthy:Chris Rooney
Fantasy Round 2
 Ivan McGowan:Chris Mince
Fergus Finch:David Wade
Colin Power:Malcolm Cooney
Matt Hamill:Kevin Rothwell
Barry Lynch:James Fitzsimons
Phil Connolly:Brian Dolan
Richard Morrison:Mick Wendel

Dominicon 2011 (Update 2)

Round 1 Matches
Here are the quick and dirty results for round 1. It’s not pretty but the info is there.

Kevin Rothwell:Brian Dolan
Barry Lynch:Mick Wendel
Colin Power:Chris Mince
Ivan McGowan:David Wade
Fergus Finch:Malcolm Cooney
Richard Morrison:James Fitzsimons
Phil Connolly:Matt Hamill
Tristram Hills:Chris Rooney
Alan Marshall:Sam Dowzard
Barra Mac Niochaill:Ryan McMullen
Richard Flood:Dale Fisher
Jonny Fisher:Ulick O’Sullivan
Dan Ahern:Mike Tangney
Patrick Finnegan:Alan Condren
Derek Bieniek:Brian McKenzie
Francis Mahon:Cormac O Tuairisg
Pearce Condron:Philip Johnston
Cian O’Dowd:Paul Quigley
Stephen McCarthy:Alec Cornelius

Dominicon 2011 (Update 1)

Right, let’s see if we can do this. The plan is round by round updates of the various tournaments running in Maynooth over the weekend.

Warmachine/Hordes (After 2 rounds)
1. Noel Flynn 2
2. Gerry Nolan 2
3. Stuart Gorman 1
4. Owen Conlon 1
5. Siskey 1
6. Anthony O’Reilly 1
7. Tony O’Hare 0

Fantasy (After 1 round)
1. Kevin Rothwell 20 (2988)
2. Matt Hamill 20 (2975)
3. James Fitzsimons 20 (2320)
4. Barry Lynch 20 (2053)
5. Malcolm Cooney 18 (1237)
6. Colin Power 13 (562)
7. Ivan McGowan 10 (2)
8. David Wade 10 (-2)
9. Chris Mince 7 (-562)
10. Fergus Finch 2 (-1237)
11. Mick Wendel 0 (-2053)
12. Richard Morrison 0 (-2320)
13. Phil Connolly 0 (-2975)
14. Brian Dolan 0 (-2988)

40k (After 1 round)
1. Alec Cornelius 20 (1602)
2. Tristram Hills 20 (1245)
3. Alan Marshall 19 (1168)
4. Barra Mac Niochaill 18 (919)
5. Paul Quigley 17 (976)
6. Richard Flood 17 (565)
7. Jonny Fisher 16 (962)
8. Philip Johnston 16 (340)
9. Cormac Ó Tuairisg 15 (-756)
10. Brian McKenzie 14 (-4)
11. Alan Condren 13 (652)
12. Dan Ahern 10 (257)
13. Mike Tangney 10 (-257)
14. Patrick Finnegan 7 (-652)
15. Derek Bieniek 6 (4)
16. Francis Mahon 5 (756)
17. Pearce Condron 4 (-340)
18. Ulick O’Sullivan 4 (-962)
19. Dale Fisher 3 (-565)
20. Cian O’Dowd 3 (-976)
21. Ryan McMullen 2 (-919)
22. Sam Dowzard 1 (-1168)
23. Chris Rooney 0 (-1245)
24. Stephen McCarthy 0(-1602)

Gaelcon = Greycon?

The Gaelcon Accounts

So Gaelcon has come and gone with massive increases in the number of Grey Knight players and natural disasters striking in its immediate vicinity. Probably unrelated. Probably. We had considered a brief overview of the tournament early in the week but decided that playing outside and getting some fresh air would be a better use of our time. How wrong we were.

But now with a debate raging as to the accuracy of the “Greycon” moniker, we decided to be helpful and provide some stats. As stats are inherently boring and just awful, the War Altar has tried to jazz things up with bright colours, graphs and such things.

Much as I hate to enable the claims of band-wagoning by elements of the community, it seems to be a real phenomenon. The unholy trio of Grey Knights, Space Wolves and Dark Eldar claim nearly 50% of the player base.

To the slim majority who refuse to bow to their tyranny and all-round cost-effectiveness, I recommend breaking out all your strength 8, multi-shot weapons immediately. If you can’t kill four AV 11 vehicles a turn, it’s time to go home.

If anyone can find any little, lost, Imperial Guard players, please direct them towards the closest wargaming tournament. Only they can end this scourge.

The sheer number of Grey Knight would guarantee a fair portion of game points but they claim far more than their share. Only two other codexes can share that boast, Space Wolves and Eldar also running ahead of the curve.

There’s a chasing pack of armies that can still hold their own. These being the Dark Angels, Dark Eldar, Blood Angels and Black Templars. And then there are the prey lists, amongst them Orcs, Chaos, Space Marines, Tau and Tyranids.

And by this point, if you’re not considering band-wagoning, I must recommend you look into it. Again, there is a clear winner, the Grey Knights claiming the highest proportionate share of victory points, followed by the Space Wolves and Dark Eldar.

The Blood Angels, Templars and Eldar claim their fair share but no more. And where you have winners, there must be losers. In no particular order, Dark Angels, Orcs, Chaos, Space Marines, Tau and Tyranids trail behind.

And there we have the average score for each army, which speaks for itself. For the sake of intellectual honesty, I should point out that (entirely subjectively) it appears that the best players are the quickest to adopt the strongest codexes. This tends to amplify the dominance of particular builds, which see their organic advantages magnified by player skill.

But there’s no denying its strength in the current meta. So if you want to win or, at the very least, improve on your position, you might want to consider going Grey Knight. And pray that the Necron codex doesn’t screw you.

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