Wargames
So much to do, so little time.
Aug 20th
Wargames really are a wonderful thing. In particular, what I really like is that there’s always something new, whether a new army to collect, new rulebooks to explore, experimenting with a new painting technique, trying out some new tactics for your army or a new player who’s appeared at your club to get to know. There’s always more to do.
So much to do, in fact. There’s never enough time to get everything done.
Now is actually a very interesting time to be involved. Recent years have provided us with plenty of new releases and there’s always something for everyone.
The classic Warhammer game has recently seen the release of it’s 8th edition rulebook. Warhammer : Islands of Blood is soon to follow in September. The new boxed game features some fantastic new miniatures, and the new rules should require players to rethink their army compositions to fit better with the new rules. The only question is whether to start of a new army or upgrade your current army to fit into the new rules and army compositions.
Of course, we also can’t ignore the futuristic cousin, Warhammer 40,000. While the current ruleset is not new, there’s always a new Codex just around the corner, and of course, new models to go with it.
For the historical buffs among you, a relatively recent release was the 2nd edition of the Warhammer Ancient Battles ruleset. I got my hands on the book recently, it’s very nicely put together. The game has diverged in rules from it’s Fantasy counterpart, but most long term Warhammer players will see rules from previous editions still present in the historical rules.
Privateer Press fans are certainly having a busy year. The release of Warmachine : Prime MKII has been well recieved and all of the Forces of Warmachine books are now available. Hot on the heels of all this is the upcoming release of HORDES : Primal MKII as well as the series of Forces of HORDES books due for each faction, as well as the first chance for HORDES players to use an all Minion force (along the lines of the all Mercenary armies from Warmachine.)
The new kid on the wargames block in the last year has been the skirmish game Malifaux. I don’t know a huge amount about Malifaux as I’ve resisted buying it so far, it seems to be proving rather popular among those who have collected factions, and the miniatures are really excellent. Time will tell.
But which one to choose. Should I add to my Dark Elves and Dwarfs, or start a High Elf army? Finish my Flesh Tearers or mech up my existing Crimson Fists army? Paint a Roman force for WAB? Continue with my Protectorate of Menoth force or break out the Skorne figures in the box for the HORDES release? Start playing Specialist Games again? Try Malifaux? The choices are endless.
So much to do, so little time.
NWG Tournament 2010
Aug 19th

The 2010 North Wexford Gamers tournament takes place on the weekend of October 9th/10th in the Ashdown Park Hotel in Gorey. This is a combined Fantasy and 40k event and both events will rank. There is also a free pub quiz on Saturday night and a non-competitive side event for newer players. Add in buckets of fun, great prizes and a fantastic crowd and it will be one of the best events in 2010!
Full details are available on the forum including attendee list and details on how to enter.
Tournament basics:
- Date – 9/10th October
Location – Ashdown Park Hotel, Gorey
Ranking – Yes
Cost – €30
Rounds – five; three on Saturday and two on Sunday
Friendly (non scoring) table quiz on Saturday night
Other – no grudge games, but if you submit a club name we will keep club players apart in the first round
40k basics:
- Points – 1750 points
Painting – 3 colours minimum
Scoring – 5 game rounds with 20 point available in each, 10 points for presubmission of list and 10 points for painting
Forgeworld – allowed, with some restrictions (no super heavy vehicles, gargantuan monsters or D weapons)
Composition restrictions – none except noted above with regard to FW.
8 places available in a non-competitive side event
Fantasy basics:
- Points – 2500 points
Painting – 10 points available for painting
Scoring – 5 game rounds with 20 points available in each, 10 points for presubmission of list and 10 points for painting
Composition Restrictions – No named/special characters and lists will be subject to NigelComp. Note that you must declare magic lores on your list and lists must be submitted by September 30th via e-mail to my address above.
8 places available in a non-competitve side event
I’m taking entries now for both tournaments.
Retcon 2011
Aug 19th
Conclave presents October Tournament 2010
Aug 16th

The event will take place in Limerick at the Castletroy Park Hote on Saturday the 30th and Sunday the 31st of October.
Entry €20 http://www.castletroy-park.ie/
Warhammer 40K 5 rounds over 2 days 1750 points. (Ranked)
Warhammer Fantasy Battle 5 rounds over two days 2500 points. (Ranked)
Apocalypse & Storm of Chaos (non com)
Battletech Nationals the main 3 round tournament will take place on Saturday,
followed by the Solaris Design Your Own Mech Grand Melee on Sunday.
Rules packs to follow.
Contact The Gathering Gaming Store on 061-315133
Round Based Man, Square Based World
Aug 13th
For those of you that don’t know me you may not know that I’m a rather conspicuous player of all things 41st Millennium. Yes thats right I’m a 40k player and I shoot lasers. So much so that I somehow ended up brining a band of raggamuffins to this year’s ETC as Captain…But enough of that and on to the important business of talking about games
Over the last few months I’ve had my appetite whetted in a serious way for all things fantasy. The 8th ed teasers really struck a chord with me and so I decided that it was about time that I give WHFB a proper go. Now this is not to say I’d never played before, I do have a Wood Elf army. But in a lot of ways these guys aren’t your typical fantasy army as they don’t rely on blocks, magic or big monsters to do their business. So I set me sights on collecting an army that used all three. Which of course led me to Lizardmen, God bless them but they’re awesome.
So in a really round about way this is a blog chronicling me “Mr 40K” playing the “real mans game” with my lizards in 8th Edition.
One game in and heres what I’ve found
1. Big blocks are super important: Gone are the days of 20-30 infantry units, its more like 40-50 as the Warhammer world seems to be a brutal place where your troops drop like flies. Thusly you need staying power and that dear friends comes from buying big units. My weapon of choice in this case is a block of 50 sauras
2. Movement: A lot of 40k players claim that WHFB has a very restrictive movement set up. I haven’t found that to be the case at all. Sure a block of infantry is hard to turn but doesn’t that in many ways make sense. Plus with the net increase in charge distances for a lot of units with 8th ed lack of movement hasn’t really hit me as of yet
3. Magic: Magic is truly awesome! There are spells all over that are game winners. A good number of folks have been drawn to the Lore of Death and its Purple Sun of Game Winning, I personally don’t feel I have a handle on the lores yet so that will require a number of games to get right. I get the feeling that theres something for everyone in 8th ed magic and I look forward to finding my magical niche
Anywho thats me guys…The plan is to be back next week with more findings. But here’s the most important so far. Its a whole lot of fun being a round based man in a square based world!
Til next week
Mandragoran
Who let that idiot in here?
Aug 13th
Some of you should remember me… hopefully in a good light! For those of you that don’t my name is Phil and I am one of the founding members of the Underground Gamers. I have been playing Warhammer since very late 3rd edition and 40k since the Rogue Trader days. I have pretty much played everything GW has put out and a few more games beside. Nowadays I am living in Germany working as a Product Manager for an online games company. The works fun and I have finally gotten to dip my toe into the field of Games Design. Currently on my desk are a set of seven gods for our latest game that I need to check and approve; a short summary of a huge list monsters we are planning to have pop up in the game and the new edition of Warhammer Fantasy Battles. I rescued the book this morning from the postman. I was walking up the stairs in work and glanced out the window. The postman was carrying what looked like the right size of box so I turned around and headed down to him. To my horror we started trying to lever the book into the postbox. I covered the three flights of stairs down in seconds and despite my lack of german language skills I gave him an earful… Thankfully the book hasn’t been damaged unlike my warmachine rulebook. It actually had its hardback cover split halfway along the binding and across the front cover. I still have no idea how that could have possibly happened.
Really Warhammer has been the game I have spent most time with. The last edition though finally defeated me and I just wasn’t able to play anymore. Seventh eventually became a game I didn’t enjoy. I am pretty nervous at the moment as I believe that eight will make or break Warhammer for me. If the edition is good, and remains good despite the tournament players and the compers, I will be delighted. My first real army was night goblins. The ones that came in the 4th edition boxed set. They were fantastic though if you put your hand in the wrong place you would end up with half the regiments spear tips embedded in your palm. Back then the game for us was all about big regiments and massive monsters. We did back them up with the most terrible characters however. The old magic system really let you cheese the army up. Victory often came due to some combination of items rather than skill. The Crown of Command (ld10) and Standard of Battle (+d6 Combat Resolution) generally won me my games. By sixth edition I was very much a hardcore warhammer fan. As my spending power increased so did my number of armies. I still think I have about ten. Anyway Empire was my first army of choice and I went with an all mounted empire army. The thing was I had just gotten a decent job, as an archaeologist if that can be called decent, and I had some money. One evening chatting with Heff, whom some of you will know, I decided I would try to collect an army for under €100. It only needed to be one thousand points. From that money I bought three regiment boxes of knights and a wizard. It got expanded a lot and eventually abandoned. My main opponents of the time were Beastmen and I was fairly able to roll over the top of them. By seventh I had gone through Ogres, Undead and Dwarves. However the game changed. It was almost back to a point where I was with the fourth edition. It was the combinations of items/characters that was winning the games not the regiments.
I am currently working on my Warriors of Chaos army. The increase in regiment size has really knocked my plan to pieces. Almost everything I had painted in the army has doubled in size meaning I really have to get my painting going. The first project to ease myself in has been Chaos Hounds. I don’t know why but I want a big enough regiment of these. I am going for twelve in tournament style lists though I think I will go even larger in friendly lists. I don’t know how them being beasts works in the new rules but it would look pretty cool! Anyway the shots here show what I have already done. Despite the final arrival of the rulesbook I can hopefully get the last ones done this week. I will keep most of my painting on my other blog Subject to Stupidity. Anyway I look forward to posting my thoughts here for you! Please feel free to comment and ask questions.

Compensating for Something
Aug 12th
So there’s a new edition of Warhammer out (you noticed huh?) and there’s a lot of discussion about how the game will change as a result. This is of particular interest to a tiny sub-group of the Greater Warhammer Community – tournament organisers. These foolhardy brave souls have spent the last four years carefully tuning the house rules for their tournaments to provide what they consider to be the fairest and most even playing field possible. Underperforming armies have been buffed, strong builds have been neutered and cheese has been defromaged. And now, at the stroke of Matt Ward’s pen, all of that accumulated knowledge is obsolete. These sets of house-rules are known to tournament goers as ‘Compensation’ or, more commonly ‘comp’. Generally they seek to limit what are seen as the most overpowered combinations and sometimes to throw a bone to players who bring along an army considered to be uncompetitive. Most common comp restrictions include a ban on special characters or limits on certain magic item combos. If you’ve been to an independent tournament, I’m sure you’ve seen these rules in action.
I’m not going to get into the argument about whether comp is or should be necessary, almost all of the tournaments I go to are comped and it’s rare to find a zero-comp event outside of the official GW Grand Tournaments. Rather I’m going to talk about the scramble to re-evaluate comp in the wake of the 8th edition release.
Right now, most players are still using 7th edition armies. By this I mean that not only are they using an army book designed for 7th edition balance, but that in general, most lists I’ve seen in 8th have been the same lists that they’d have brought along to a 7th ed battle except that they might have combined some units into one or two really big blocks to have a go with the Horde rule. The army book issue is one that isn’t going to be solved in a hurry. The .pdf updates bring the rules into line with the new edition but the internal balance is still using 7th edition design assumptions (Fear is really good, US5+ monsters break ranks and so forth). Eventually the army books will be rewritten but this is obviously something that will take a while at GW’s normal rate of 3-4 army books a year. Some armies will still have 7th ed books several years from now. Lists on the other hand are far more reactive. Those people who are playing a lot of WFB (sadly this doesn’t include me) are experimenting with new setups, trying out new combinations and giving a new shake of the stick to units that they had previously left on the shelf. Old favourites are being tested in this crucible and their efficiency re-evaluated.
All of this is not an exact science. We are playing a game that is inherently random, where judgement and circumstance play a major role. We can calculate the mathematical odds of various events but these simple simulations are rarely to be found on the actual battlefield, our live games provide more variables than we can reliably account for in the theory stage. Even at this early stage some things seem to be evident; most people agree that magic is particularly powerful now, more so than in 7th. Oh, wait! Except when it bites you back and of course a lot of things that made 7th edition magic powerful have been scaled back – no more 15 dice magic pools or multiples of the same spell in an army. So, is magic ‘better’ now than it was? If spells are better but the magic mechanics are more limited how does that affect the overall picture?
Archery is another example. Previously shooting was effective because it was a reliable way to kill guys before they got to you. If you knew what army you were up against, you could reasonably accurately predict the number of dead guys they’d suffer per round of shooting. You could be assured of two rounds of shooting and probably three before your missile units would be in combat. Now it’s possible to only have one round, especially if you are playing one of the scenarios that start the two armies very close together. Even with the standard ‘line up twenty-four inches apart and run forwards’ pitched battle it’s possible even for infantry to cover that distance in two turns. So are gunline armies now worthless? Well, again there are a lot of variables to take into account. The new rules recommend a lot more terrain than previously but line of sight rules have changed to be more forgiving to the shooting unit. This is an area where the rules as a whole (including scenarios, random terrain and many of the other aspects that generally get ignored for tournament play) need to be considered and weighed up.
Right now I see a lot of discussion on comp which is entirely right, I’m also seeing a lot of comp systems based on initial impressions of the new rules which I believe is wrong. Too much has changed in this new edition to simply slap on a new coat of paint and call it balanced. The more tournaments that are held in this post-release period with heavy comp, the less we will learn about the new rules in a competitive environment. It’s important that we now only get a grip on the new rules but also get a grip on new lists and it’s not possible to do that if every tournament is using a different set of rules. This will necessarily require something of a leap of faith from tournament organisers, they will after all be giving up a lot of control however they, like the rest of us are looking into the unknown and everyone has to learn the system anew,
Gaelcon 2010
Aug 11th
European Team Championship 2010
Aug 4th
This is the big one. The best players from over thirty countries representing their nation and playing for the honour of the best Warhammer Fantasy country and the best Warhammer 40k country. For many, this is the pinnacle of gaming. Playing for your country as part of a team in a foreign land…gaming doesn’t get much more fun or at a higher standard than this.
Team Ireland WHFB are attending for the second year in succession, with Team Ireland 40k making their debut. Northern Ireland are also represented by teams for both systems. The Irish 40k team have set the bar high, by winning the 2010 Six Nations event in Cardiff – beating England, Scotland, Wales, Northern Ireland and the Barbarians along the way. They have to be considered one of the contenders for the overall title, but the competition will be tougher in Germany. Team WHFB finished last in the 2009 Four Nations, last in the 2009 ETC and last in the 2010 Six Nations. However, they are optimistic that they can break this run in Germany.
Qualification for the Irish 40k team began in autumn 2009 when I entered a team in the competition. All I needed now was, well, a team. I approached as many people as I knew and, taking advice on board, approached four clubs to ask them to each put forward one player who would be automatically on the team – earning a “golden ticket”. Immediately, I asked the four “golden tickets” to commit to being part of Team Ireland 40k and to vote on a captain. The reason I chose four was to ensure that we had a team. Under ETC rules, you need four players from one country to make a team (the other four could be ringers). I chose four from different clubs for inclusivity. The remaining four would be chosen from the rankings system that I set up (based on the international RHQ system). So, way back in the depths of 2009 Paul was voted in as team captain and I took my leave – just helping with the rankings, advising and so on.
Later in 2009, Declan withdrew and appointed Stuart from the Drogs in his place. The team were happy enough with this. Unfortunately, Stuart asked to be removed from the team a couple of months ago. There appeared to be no Drog to take his place, leaving the team in a bit of a sticky patch. The three remaining “golden tickets” agreed to try sort this asap and Richard Flood was brought on board.
The Irish Warhammer 40k team is Paul Quigley (Captain), Joe Cullen, Jimmy Murphy, Richard Flood, Darragh Cullen, Paraic O’Confhaola, Cian O’Dowd and Barra Macniocaill.
The Irish Warhammer team was chosen as follows. I automatically qualified as I was voted Team Captain 2010 by the 2009 team. Mal Cooney automatically qualified as Vice-Captain as he was the 2009 captain. Brian Leonard, Alan Woods-Conway and Ciarán Dunne qualified by being part of the 2009 team and finishing in the top eight of the rankings. Dave Leahy and Ken Chambers qualified directly through the rankings and Halaigh Whelan-McManus qualified as the wild-card, voted on by the seven players.
Regardless, everyone is looking forward to competing in Munster, and we hope that we can continue the development and progression of wargaming in Ireland!
Title: The European Team Championships
Location: Munster, Germany
Discuss on our Forum: Click here
Description: The international team event for Warhammer and Warhammer 40k.
Date: 7/8th August 2010
Start Time: 9am
End Time: 6pm
In Memoriam – Warhammer 7th Edition
Jul 29th
WARHAMMER : THE GAME OF FANTASY BATTLES 7TH EDITION (9th September 2006 – 9th July 2010)
We reach the end of an era. Warhammer 8th edition is upon us and while I’m sure most people are looking forward to a new edition of the game, I thought we should take some time to remember our old friend 7th edition as well.
It is important to remember that while there are many valid complaints about the current state of 7th edition Warhammer, that was not always the case. At the time it was released, 7th edition was seen as an improvement over it’s predecessor, 6th edition. Changes to the magic phase had prevented the issue of players using Hero-level wizards as batteries to provide power dice to their Wizard Lords, the miscast table was made nastier and the move requiring units to be five models wide to receive a rank bonus meant infantry units would need to be larger. Most of the changes introduced were minor tweaks but many cleared up issues blighting the 6th edition of the game.
7th edition, unlike many of it’s predecessors, did not introduce any new races into the game. Many of the existing races recieved an update to their army books, but not all. The major change in the mix of races was the seperation of Chaos armies back into their three constituent parts. Hordes of Chaos and Beasts of Chaos were replaced by Daemons of Chaos, Warriors of Chaos and Beastmen army books.
Unfortunately, this was not to last. The later stages of 7th edition suffered from serious power creep in the newer army books, especially the Daemons of Chaos and Dark Elves army books. Powerful, underpriced special characters also became commonplace in the newer army books. Big units of block infantry became rare in most armies, and large monsters, fast cavalry and skirmishers were the core components of many competitive armies. Game changing spells such as Infernal Gateway and Curse of the Horned Rat became available to players and magic spam returned. Composition restrictions were introduced into many tournaments in an attempt to reduce the effects of overpowered units and combinations, to varying degrees of effectiveness in leveling the playing field.
That being said, if you think 7th edition was a miserable time full of cheesy armies and cheesier players, you’d be wrong. During the 7th edition era, Ireland sent it’s first teams to international competition. There were friendly internationals against Northern Ireland, the Home Nations events and the ETC. The Irish rankings system was founded. The first successful attempt to create a community among players from all over the island began. The tournament scene has never been healthier. And we all had a hell of a lot of fun in the process.
Farewell 7th edition, you will be missed. As for 8th edition, bring it on!

