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Category: Maynooth (page 1 of 2)

Gears Of War: The Board Game

On the invitation of Newbreed, I’m here to do a bit of guest blogging.
Yes, it is a board game now. A co-operative one to be precise, for up to four players, playing time around 30-90 minutes depending on numbers and difficulty settings. Myself, Aido, John and Padriac were down in Maynooth’s Gamers Hub and decided to give it a go.

You play one of the four eponymous GoW characters. Here’s me, Baird, the “science guy” (he wears goggles in place of nerdy specs). The models are all well designed, especially the Locust, but unpainted, it can be a little hard to tell them apart.
Depending on the character you pick, you’ll get different stuff to start put with in terms of guns and ammo. Along with an individual special rule, as this character card indicates. Grenades are important. Very important.
The maps are arranged with random tiles, a series of rooms and corridors. Missions are randomly selected from a group of seven. This is “Emergence” the beginner mission. Our four intrepid heroes enter on the bottom right tile, and must fought their way to the red dot (an “Emergence” hole) in the furthest one, sealing it up with a grenade, before eliminating the remaining bad guys.
Weapons match those of the game, with the “Lancer” the most common (with a nifty mechanic for using its in-built chainsaw). Using up ammo tokens allows you to add more die to your rolls, but every weapon has a base number of die that you can roll without expending ammo. Grenades though, are gone when they are gone. You can pick up weapons from dead Locust.
That’d be these nasty buggers. The Locust are actually quite weak in the game, their strength coming from swarming numbers.
And here they come. You can rank how dangerous they are by size. Wretches, the smallest, are barely a threat, while the Boomers, the biggest, can mess you up with grenade launchers. A steady stream of Locust will be heading our way all game until the objective is completed.
And it doesn’t take long for them to reach us. As in the video games, the board game operates a “cover” mechanic (the curved arrows) which allows you to add more die to dodge and defence roles.
The turn system operates on a “Player A – Them – Player B – them” system. Everytime a human player is finished a turn, he takes control of the locust, drawing “AI Cards” to determine the general instructions for what they do, which can include attack, advancing or adding more Locust to game board. The player can, sometimes, decide the specifics of what the Locust do though, such as which of the four players they actually attack. This emphasises the co-operative nature of the game, as you work to protect the weakest from Locust assault.
Attacks are made through action cards like this one, of which you are dealt up to seven, depending on the character you picked, receiving an additional two every turn. Aside from letting you do things, the action cards also simulate health as damage is calculated by removing cards from your hand. They also each have individual effects as indicated by the symbol on the top left of the card, which can allow you to dodge an attack, get in an attack on a Locust about to shoot you etc.
The Locust AI cards frequently leave the enemy piled up in front of you in large numbers, in this case, just about every bad guy on the board in one square.
Die rolls are made with black for attack and red for defence. Those red flashes mean hits and damage (of which Locust cannot take much), while skulls are “omens” which activate special rules depending on the weapon used. In this turn, John pitches a grenade at the enemy, and rolls several die.
With bad consequences for them. Grenades are powerful, somewhat over-powered for this game, and are plentiful in this specific scenario. A common game tactic is simply to wait until the Locust are inevitably jammed into one space then pitch a grenade. One of the cowards is actually running away in the top-right.
I start using movement-centric action cards to advance through the map while the coast is clear. Other scenarios might actually be better done with a “Dig-In” mentality, but not this one. Of course, it is easy to get cut off on your own if you don’t collaborate on movement.
It is not long before more Locust are winging their way towards us.
As Aido and John are stuck back in the first square (unable to finish off some Wretches), myself and Padraic take to the high ground, which offers some boosts to attack. But the Locust are not far behind and poor Baird is already down to just two action cards.
And down he goes. Like the video game, I’m not dead, just “bleeding out”. Another player can exhaust an action card to get me up, as Padraic does. The players lose when all four are down. This takes a lot of damage to accomplish, but it is a snowball effect: you can operate easily enough with one player down, but two down means less targets for the Locust to choose from, less offensive options, then suddenly three are down, then you’re all dead.
Another grenade clears the enemies and now we are all advancing down the last straight, the objective firmly in mind. The board game really does capture something of a video game in my opinion, the basic teamwork, the hordes of bad guys falling before you etc. The creators have done a decent job of translating virtual mechanics into board game ones.
We approach the objective. The way seems pretty packed, but you can move past live Locust if you wish. Question marks are ammo points, where you discard action cards to get more food for guns. Pretty important here, to get more grenades.
We make a run for the objective. The first attempt fails, but an ammo point is readily available.
Success! The Emergence hole is sealed. Getting this far was plenty of fun, and the game benefits from such specific objectives, giving it that military feel.
One last thing to do, as a final horde of Locust stream into the map depending on how many players are left. Unfortunately for them, grenades remain really over powered….
Padraic slaughters the lot easily.
Victory! Our team stands united in triumph (except for Aido who was too busy being a glory-hunter).
The game has some minor flaws – hard to distinguish models, over-powered weapons, easy enough enemies – but many of these can be overcome by playing on higher difficulties (we played on “Normal”) which throws greater numbers of more difficult enemies at you, all the way up to Berserkers. But overall it as a good gaming experience. The teamwork, combat, and Locust AI mechanics are all good, the rules avoid unnecessary complexity, and it can all be done in an hour or so. Fully recommended.
David Costelloe is the author of Never Felt Better, the bestest blog on the internet, and personally knows, like, THREE Warheads.

Product review: PaperTerrain.com

Travel east in southern Russia across the heat saturated steppes and you will eventually reach the cool waters of the Laba and Kuban.  In between these two rivers lies the somniferous village of Bristolscalia.
The product under review here is the South Russian Village pack (http://paperterrain.mybisi.com/product/south-russian-village-pack) in 15mm.  It costs $40.00 (roughly 31 euro) with an additional $11.00 for shipping from the U.S.  We ordered the village online and received it seven days later.  In addition to the village we received a signed letter from PaperTerrain.com’s CEO/CFO.  That’s a nice touch.
The village consists of seventeen buildings–barns, workhouses, houses, and a church.  The buildings are printed on cardstock with each building clearly labeled.  We unpacked the buildings and sorted out the inventory.

.    A key feature of paperterrain.com buildings is the double-construction.  Each of the main buildings comes as a ruined “core” and an outer healthy shell that slides over the core.  This was a compelling reason for our decision to give this product a trial.  This also effectively doubles the assembly time so plan accordingly. Our xacto knives were sharp and we got straight to work cutting out two houses, sheds, and some fences 

The assembly of the house was straightforward.  A ruler with a sharp edge is helpful with the folds, particularly the small tabs that are used to glue the components together.  We used Scotch’s “scapbook glue” and it worked nicely.  
The detail is impressive, as we expected from a printed product.  The chimney is a nice touch and you can imagine a family sitting around a poorly fueled fire waiting to be crushed under the treads of an IS-2. Having assembled two houses we decided to make a compound.  The base is the cork underside of a place mat that has been painted brown.  Our compound consists of two sheds (one wood shed is just visible to the right of a house), a pig pen, and some fences.  
Next we simply applied some flock.
And as soon as we had we finished assembling our compound a ZIS-76 crew occupied it.  

Let’s conclude this brief review.
Price: Inexpensive.  Flames of War requires a serious commitment to terrain and this product gets you most of the way there.
Gaming: Perfect.  The footprint of each building is ideally suited to FoW sized bases.  The ability to remove the outer shell of each building is a great feature.  
Assembly:  The editorial team struggled to reach a consensus on this.  The general feeling of our team is: do not purchase paper terrain unless you are prepared for the assembly. Papercraft is not for everyone.  It requires a certain temperament and hands that aren’t riddled with caffeine.  It will take you hours–DAYS EVEN–to assemble your village.  We suggest that the lack of painting required makes the build time average out with other types of terrain.  This review covers only a small sampling of houses because one of the editors had an “accident” with his knife while assembling the church.   

Bristolscalia will be the site of several bloody conflicts in the upcoming months. We’ll be sure to post some AARs here and at On The Step.


Dominicon: Return of the Guard

Once again, the War Altar decides to brighten up your day with colour. Let’s see what Dominicon tells us about the state of Irish 40K. For the sake of context, Dominicon was a 1750, ETC 2011 tournament. The attendees were largely Dublin-area gamers with a large Northern contingent. The list submission and painting scores have been stripped from the equation and we are dealing only with pure battle points.

Firstly, we have the percentage of players using each codex. The major change from Gaelcon is the re-emergence of the Imperial Guard. From nowhere, they return to claim a strong fifth of the field. We see further consolidation towards the better books as the top four codexes were used by 68% of the players. The Tyranids, Tau and former Necron codexes remain dead, dead, dead. Strangely, Black Templars appear to have vanished once more.
Now, we look at proportionate shares of the total battle points. Grey Knights, Dark Angels and Dark Eldar all perform well above par, roughly in line with the previous tournament. Eldar and Blood Angels continue to march firmly down the middle of the road. There are some surprising misfires and one that… isn’t. The poor performance of the Space Marines is unsurprising and consistent with previous results. Not so elsewhere, we would expect Space Wolves and Imperial Guard to do better.

Based on average score, Dark Angels are the best codex ever. But only when played by Alec, the 40k Irish Master. Let’s try to disregard that anomaly. The Dark Eldar narrowly pip Grey Knights as both armies perform very strongly. As previously stated, Space Wolves and Guard perform poorly. Anecdotally, there was a large proportion of less optimised lists from both armies, which may have skewed the figures. It should be noted that despite a poor showing, they remain well clear of the godforsaken Space Marines.

So, another tournament and the stats continue to support what we all really suspect. Oh, well.

From the current information, Assault on Arkham was largely Northern players and Moocon was largely Southern players. This is… interesting as the next set of charts might show some regional variations. More importantly, we should start seeing the impact of the new Necrons and identify the impact of the move from 1750 to 1000 points.

Warmahordes Battle Report: Ossyan vs Madrak

So we have another battle report, this time it’s Trolls vs Elves, as Madrak Ironhide leads his scruffy troops against the Retribution of Scyrah. Following some trash talking and a frankly awful dance-off, both players are hustled to the table and forced to deploy their armies.


Say hello to Anto’s Trollbloods, a nicely painted, standard Troll Brick list. For new players, his support units layer protective and aggressive auras onto his troops, letting them grind the opposition down. The Pyg Burrowers, in particular, have a strong record of killing far more than their points. They even threaten the most heavily armoured troops. Trolls as a faction have the Tough rule, on death, they roll a d6. A roll of 5+ leaves them knocked down rather than killed.
Mark’s Retribution force, or at least, the central section. Retribution are noted for their excellent infantry and thus tend to run a lot of troops and few myrmidons (warjack equivalents). This commander is no exception, with units of Sentinels and Invictors in the field. The latter are ranged troops while the former are melee fighters.

The remainder of Mark’s force consists of two solos, Narn on his left, eEiryss on his right. Narn is a close combat-oriented character and eEiryss is a ranged combatant. Both are advance deployed and represent a minimal flanking force.
The battlefield in all its glory. The scenario requires you to hold uncontested flags to earn points, each flag held at the end of either player’s turn is worth one point. The first person to score three or more points and have more points than their opponent will win. Of course, an assassination victory is also possible.

Turn 1

The Pyg Burrowers trigger their special ability, unsurprisingly, this involves them burrowing underground to pop up on their next turn. If you have any surplus malice in your heart, I strongly encourage you to direct it their way.
The remainder of the troll army advances, attempting to keep assets within range of all three flags. The abundance of medium based troops does make redeployment difficult and the Troll player must carefully position troops to cover all three axis of advance.
The Retribution mirror the tactic but go about it very differently. Narn moves up to stand off his left hand flag. Although well outside contesting range, the flag will not activate until the end of the second player’s second turn.
eEiryss does likewise on the opposite side. In both cases, the Retribution stands well off the flag to protect his flankers from unexpected charges.
Having been utterly butchered in earlier games by Burrower charges, the Sentinels are ordered to form a line to hold the menace off. Their weapons have a very long reach and careful positioning should expose only the front rank to imminent death and dismemberment. The Burrowers will not be able to charge through to more valuable targets.

Turn 2

As expected, the Pygs pop up and take the bait. A forgiveable decision as there is no better option. Burrowers must reappear the turn after they descend. They have to charge now or die next turn. Their trollish nature cannot compensate for their general squishiness.
As the left hand flag has vanished, the trolls move on the right hand flag. This is a lucky break for the Trollbloods as they are far better positioned to seize this flag than its vanished companion. The Bomber and Pyre Troll represent a sizable force by themselves and there are additional solos moving in place behind them.
The Pyg charge wipes out the first line of Sentinels as a mix of ranged and melee attacks kill all within reach. Those poor sods are deemed acceptable losses and their friends start plotting a terrible revenge.
The brick sweeps onto the central flag in all its glory. This mass of tough infantry will be very difficult to shift and could easily achieve a scenario victory if not countered in some way. The defensive buffs are in place and the caster stands nearby. The Trollbloods are clearly intending to claim a scenario win or failing that, draw the Retribution into close range and pummel them.
The Sentinals take their Vengeance actions, chopping down some Pygs. Some are killed outright, others make their tough rolls and are merely knocked down. But this is only the first step and their death is imminent.
An overhead shot of the line shows that the Burrowers have taken some hits but, as you can see, the majority remain intact. For now.
In the first action of the normal turn, Narn runs in to contest the flag and tie down the bomber. This is most certainly a suicide mission as the pointy eared git cannot hope to survive. If the bomber does not crush it, there are two solos and another beast who can oblige.
This is the moment Anto realises that Invictors shooting while under the Shatterstorm power, will bypass his Tough rolls. His impenetrable central block seems a little more vulnerable.
The focus now switches to the centre and the point of decision is clearly the block of Fennblades. Lady Aiyana casts Kiss of Lyliss on the unit. This spell will increase all damage rolls against models in the unit and generally means that each hit should be a kill. The Invictors grin.
Her lackey/partner, Holt breaks out his pistols and drops two Pygs clearing a section of the line. This is not mere random violence as shall later be revealed.
One Pyg proves too stupid to run away as his friends are butchered. As part of their activation, the Sentinels have left a hole in their formation.
This gap has been created to allow the Invictors and the Phoenix to position themselves for attacks against the Fennblades, just visible to the left of the picture.
The Invictors shoot well, dropping six Fennblades and a Stone Scribe, permanently, which tears the heart out of the Troll’s main infantry block.
To finish the job, the Phoenix charges in and combusts, turning two more Fennblades into torches. The unit is now under half strength and while they may contest it, they cannot score points on the flag.

Turn 3

The trolls, rocked by a nasty turn, start by killing Narn. This leaves one flag entirely in their hands. It’s also unclear whether the Retribution can get any reasonable portion of their army into the area. It appears that this flag is now completely secure.
The trolls around the central flag appear to be clearing a path for someone or something. Bear in mind that most of the above are support rather than frontline troops.
The bomber smashes through the trees, appearing on the Retribution’s left flank, lobbing bombs around with abandon. This snarling beast eliminates any chance of breaking through to the Troll-held flag.
The hissing, powder-filled kegs begin to rain down. Lady Aiyana takes a bomb directly to the face and expires. The Invictors manage to duck.
She is quickly followed by Holt as his heart breaks at the sight of the mangled elf. Or a misplaced bomb scatters next to him and blows him up. We’ll leave it to the poets.
As a formality, the Pyre Troll moves onto the right flag to grab the scenario point.
The Phoenix quakes (insomuch as a soulless contruct can) as Madrak Ironhide storms in, swinging his world-ending axe. In the fluff, this is the most dangerous weapon in existance, an apocalypse with a hilt.
Clearly, the responsiblity is starting to weigh on the feckless savage as Madrak fluffs his initial charge, missing the opportunity to do some major damage.
But with his fury reserve and a feat which grants extra attacks, a wrecked Phoenix is inevitable. The trolls score two points on both flags and need only one more for victory. A solid comeback which maintains the scenario pressure on his opponent.
With Madrak exposed, Lord Arcanist Ossyan moves in. He must go for the assassination as the trolls will certainly score a third point at the end of the turn. Simply shooting everything at Madrak will result in failure. The troll warlock is protected by layers of overlapping defences which have to be stripped away. But his faction does have the tools required with multiple medium strength ranged attacks.
Ossryan magically blasts two Fennblades to clear a path to the support models which provide defensive buffs. The Fennblades have had a rather terrible game as their signature resiliance is bypassed by precise shooting.
The Sentinels sweep in to eliminate the support unit, making a terrible, terrible error.
This is the moment when Mark realises that he has accidentally engaged Madrak in close combat, which will give him a defence bonus against Mark’s ranged attacks. With only an ranged unit remaining, he may have lost himself the game.
To resolve the issue, he must use one of his own spare Sentinels to hack down the offending model. The unit leader finds himself fragged by his own men.
Elsewhere, the last Pyg gets chopped and diced. Always good to see the wretched, undercosted vermin get theirs.
Initial shooting drops Madrak’s grenade jumpers. The warlock has an ability whereby warrior models near this particular warlock take hits on his behalf and die. It was necessary and more resource-efficient to clear them out first with single shots. This finally leaves Madrak exposed.

To boost the chance of hitting and wounding Madrak, all remaining Invictors combine their last shots into three volleys. The first of three combined ranged attacks inflicts light damage, taking off four of eighteen hitpoints.
The second attack is much better, knocking off 8 hitpoints. An average roll should see him downed.
With six points of health left, the final volley inflicts only five. Madrak lives, the Trolls score a third point to win by scenario.

Or do they?
Having skulked on a nearby hill for the entire game, Eiryss finally rouses herself.

The shot is on target and the special bolt inflicts an automatic point of damage.
Will he make the tough roll? No.

The End

With a last ditch assassination, the Retribution steal victory by the skin of their teeth.

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)

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