Warhammer Armies: Warriors of Chaos – first thoughts

Well, barely has the latest Warhammer Armies book hit the shelves and it’s being greedily dissected across the ether of the internet. Of course, we’re all coming up with the latest awesome list and thoughts on it, but experience has shown that it’s often better to let the dust settle, pick some lists and play some games both with and against the army before making sweeping calls. Today, I’m going to focus on some of the changes that current Warriors players may be interested in hearing, and debunking some of the wishlisting and internet rumours.

The new awesome?

The new awesome?

Universal rules – the same? Nope. Eye of the Gods is still there, and the table has changed quite a bit. Will of Chaos is gone though, so you’re going to need to pack your BSB at all times.

Daemon Princes – are they usable? Most definitely, yes. They have good basic stats and can get a good armour save without eating into their magic points allowance (capped at 25 total). They come with a 5++ save as standard, are Unbreakable (a massive change) and can be upgraded to Level 4 too. They can take up to 100 points of Chaos Mutations/Gifts which are all pretty usable, and can fly as a further upgrade. A flying, resilient Level four caster will come in at around 450 points without Mutations/Gifts/Magic and when tooled would certainly be the equivalent of a Greater Daemon. There are a few other rules here (such as being Daemonic) but the overall answer here is that they are usable and may be very good in certain aggressive Warriors armies. They’re a little fragile with only 4 wounds though.

Forsaken – what’s the story? Well, these are very expensive and a Core choice – we’re talking Chosen prices. They are fast, have D3 attacks each, are Frenzied and can be Marked (Khorne, unusually, gives Hatred). These guys are perfect for taking out large numbers of light troops. They roll for an additional “gift” that includes ASL through extra attacks and finally Killing Blow. Definitely worth considering.

Warriors- down to WS4? Nope. They’re still WS5 and around the same price as before. Nurgle mark has changed substantially from -1WS to -1 to hit, which is a big positive.

Chariots – Core? Yup, they are.

Marauders – still as great? Nope. Big points hike here…I’d guess nearly 50% for flail-wielding Khornate Marauders on foot. Ouch!

Chosen – nerfed? Not really. They’re still very expensive, and still get to roll on EotG pre-game (3d6 pick any two). Divine Greatness is gone, however, as are the options to modify the roll so we’ll see far fewer Chosenstars with Warshrines. Still a superb option.

Warshrines – the same? Nope, massively changed. It’s benefits are now a bound spell and affect characters. Lovely model though…

Chimerae – what’s the story? These have been described as “flying Hydras” to me, and they really look effective. Expensive, points-wise…but they fly, have 6 attacks, may be upgraded to breath fire, have Poison and a tail attack. Flying Hydras? Maybe not a million miles from the truth.

Dragon Ogres – back to the table? I’m on the fence on these I’m afraid. Cheaper, yes but there may be better options available for the price. They really haven’t changed much…however, with great weapons they’re a really great counter to Monstrous Cavalry in the current meta – S7 is great, though they’re still let down by T4 and low initiative.

Large gribblies go in for the snuggles

Large gribblies go in for the snuggles

Large Rare thingies – what’s the craic? Two options here – the Slaughterbrute and the Mutalith Vortex Beast. The former may be “bound” to a Lord or Hero, whereupon he uses their WS and Ld while the Lord or Hero is alive. He’s very strong and survivable, but fewer attacks than may be expected. The latter has typical monster statline and a bound spell that uses Toughness but rolls on a table. Useful? The ‘brute will work well as part of a super-aggressive list and the beast will work well in a defensive list. Both are relatively pricey for what you get though.

Magic – all change? Yes, thankfully. No more Buboes, no more Gateway. Actually, I lie. Gateway is still there, but rolls of 11 or 12 just cause an extra D6 hits rather than removing the unit. The magic is, in my early opinion, the biggest change here. I absolutely love how they’ve handled it. Tzeentch is very zappy, Slaanesh works with Leadership and speed, and Nurgle uses Toughness. Some really nice touches – one Nurgle spell is either a hex (reduces your toughness) or an augment (increases mine). You may be marked and take a rulebook Lore – Slaanesh and Shadow, Nurgle and Death and Tzeentch and Metal. I think we’ll see some brilliant combinations here, and this is one of the areas I’m looking most forward to.

Old school zapping is back in vogue...

Old school zapping is back in vogue…

The more I read the book, the more excited I am by the tabletop possibilities inside. Fully mounted or chariot lists are possible, as are monster-themed lists too.Special characters have been reduced in power, making them usable in 2500 point games (even Galrauch and Archaon on foot). My only disappointment has been a lack of fluff and lore – nothing has really moved on here. That aside, I think this is a really good book on first impressions and I can see Warriors players loving the new look and feel of their army and of the options open to them.

It’s a win from me.

Dealing with Deepstriking Units

It’s Raining Men


You arrive at your local gaming club for your weekly dice chucking session with your friends ready to test your army against one of your buds. You both agree to play each other after agreeing a point level and the table you want to play on. He happily conveys to you his army list, telling you what army he brought and what his list contains. He is fully aware of the best tactics for each of his units and he probably already knows how he is going to deploy and move in the first turn.  You then tell him what you brought in your list, “I brought a Rune Priest for HQ, Grey Hunters as troops in a drop pod, a Dreadnaught for elites deep striking in another drop pod” All your opponent heard was drop pod and deep striking, his strategies and plans have all gone out the window because all that is now occupying his mind is how he is going to counter your units.


Drop_podsJohno here to talk about the role of deep striking units in 6th edition 40k, and by god they have changed. Let’s just go back to 5th edition for a moment and evaluate the effectiveness of deep striking units. To be honest not that many people used deep striking units in 5th ed as the scene was mostly dominated by lumbering tanks bristling with Lascannons and containing MSU (multiple small units) to destroy the opposing player’s own tanks and your MSU to run for the objectives.


Large deep striking terminators were rare indeed as these were normally transported across the field in the Venerable Land Raider that was only really scared of the ridiculous amount of melta weaponry on the table at the time. Jump pack units were usually geared towards assault roles and these had to deep strike in and sit there for a turn taking a round of shooting before they could assault (Vanguard Vets etc excluded of course) so this was generally avoided. Then you had the drop pods which ensured that the unit inside would arrive safely providing it didn’t scatter off the board. However the problem with drop pods was that the drop pod could scatter quite far from your intended target and then the unit inside could only disembark 2” which meant it wasn’t a consistent tactic that ensured that first turn melta shot was going to be successful on that Leman Russ.


And the worst thing above all of these examples was that once your opponent seen that you had drop pods in your army they would just reserve their entire army forcing you to drop your drop pods down either empty or with their contents into no-man’s land ready to be blown away in their turn.


Along came 6th edition and suddenly all this has changed. Mechanized armies and MSU are a thing of the past with 6th edition clearly geared towards getting more boots on the ground. You can no longer reserve your entire army and unit’s disembarking out of a transport (Drop pod) can now move 6” instead of the old 2” rule.

Drop Pod Army

It could be just Dark Angels with their Vengeful
Strike rule that allows Deathwing to reroll all shots on the turn they arrive
setting the trend for 6th edition codex’s going forward, but with
improvements to template weapons and infantry shooting in general, deep
striking a big 10 man terminator squad in your opponents face is looking a lot
juicer all of a sudden. Or you could go down the route of a 10 man Sternguard
Veteran Squad in a drop pod equiped with Combi-Plasma or Combi-Melta weapons
and you are all set. Yes you could do this in last edition but now with the 6” compulsory
move it’s a lot easier to get closer for that rapid fire or the 2d6 penetration
melta shot.


Most players have already adapted to the new meta of 6th edition leaving the tank’s at home and just bringing hordes of infantry. A lot of these new look armies do incorporate an “alpha strike” unit like something deep striking in on their turn one or two to cause maximum damage when they arrive. Often these are just suicide units Iike the one I employ for my Space Wolves. It consists of a three man Wolfguard squad armed with Combi-Melta’s in a drop pod that comes in on turn one and targets my opponents biggest armored threat, cheap and effective.


But not all deep striking units got a boost. It could be argued that assault troops deep striking have only been boosted by Hammer of Wrath and nothing else. They deep strike in and shoot but have to take a round of shooting in turn and this can usually cripple the unit’s effectiveness before it comes back to your turn. And then when they assault they must take a round of overwatch and by this time you are down in numbers and the unit has lost its initial impact. The only unit capable of this yet again is terminators or equally tough units. Leave it to the big boys and leave the deep striking assault squads at home if you really want to get value for your points spent.


In conclusion, overall deep striking units have gotten a boost. Not only does 6th edition cater for even better deep striking with heavy infantry and Drop Pods but with everything no longer riding around in Razorbacks it’s easier to make them work. How about deep striking a unit of terminators in turn one onto your opponents Aegis Defence Line only to man your opponents Quad gun in turn 2 and kill his own flyers with his own Quad Gun, hilarious situation admittedly. I would leave deep striking light infantry at home unless you are sporting some Vanguard Veterans with their Heroic Intervention special rule.

So dust off those old drop pods and swap out the rhino’s because its 6th edition now and it’s time for the average trooper to claim the glory and the grinding tracks of that armor division to grind to a halt at least for a little while.



Lizardmen – are they top dogs?

After the dust has settled after a tournament or just a good game and players retire to the bar for refreshments (often at a bar), then the chat regularly turns to which army is currently the strongest, cheesiest or most powerful. Such barstool chat has been the staple of gamers since gaming began many moons ago. Today, I’d like to look at one of the armies currently considered to be very near the top when let loose in an uncomped environment from around 1600-2500 points…and maybe add a few of my own tips on how to beat them too.

Warhammer Armies:LIzardmen

Most powerful Army Book today?

So, what makes Lizardmen so good in the first place? Firstly, they are remarkably reliable. Cold-blooded is a brilliant boost in respect of Leadership, and Lizardmen generals rarely worry overmuch about such it. It does give a great bonus as it makes fleeing a really good option, something not available to armies that are Immune to Psychology. This opens up the double-flee technique, which I’ll come back to later. For now, it’s enough to know that Lizardmen are incredibly resilient when it comes to Psychology, can rally reliably and won’t break from combat easily.

To add to the Lizards reliability, they’re generally quite tough and well-armoured to boot. The Core combat choices aren’t going anywhere fast with T4, a good save and usually a Parry save too. They can tarpit easily, especially when in large, deep units. To add to this, the lighter units can flee, and avoid combat in that manner. Stegadons are tough to get rid of as well, but don’t hit quite as hard as you might expect. There is a price to pay for this though, as the usual Initiative for Lizardmen is quite low. This is something that can be used to your advantage when playing them.


I’m here to block your fuzz and wreck your buzz

The real strength of the army lies in the Lizardmen characters, specifically the Scar Veterans and the Slann Mage-Priest. The Scar-Veterans can be pretty killy – beware of the Burning Blade of Chotec or other items that reduce armour saves. Generally, if you see one in a list, he’s there to take the pain rather than dish it out. It’s quite easy to get a Scar-Veteran down to a 1+ rerollable armour save when mounted on a Cold One. Send this guy in against a large unit, issue a challenge and rely on Cold-Blooded to keep him there. If it works, a relatively low cost Scar-Veteran could hold up an elite unit for quite some time. He’ll often loiter in a unit of Cold Ones to ensure he stays alive and then charge out on his own, or just move out and block/redirect the target unit. That valuable round or two of combat can prove crucial.

Slann Mage-Priest

Giant floating frog of doom

Without doubt, the most feared unit in the list is the Slann Mage-Priest. With a good Leadership of 9 (Cold Blooded), a 4+ Ward Save and being a Level 4 Mage they’re pretty good from a basic level. They also come with a free Discipline and may purchase others without eating into their Magic Items allowance. The most popular Disciples are the Becalming Cogitation (force an enemy wizard within 24″ to discard sixes rolled in the Magic Phase), the Higher State of Consciousness (Ethereal), Focus of Mystery (Loremaster) and Focused Rumination (extra power dice per spell cast). The Mage-Priest may use as many of these as he wants within the normal points allowance, and may also choose to be a BSB. So now we know what the Slann can do, let’s have a look at how it might work in practice.

Let’s consider what’s often called the “Party Slann” which is a BSB and has all the disciplines noted above. He rocks the Lore of Death and is facing a unit of Human Swordsmen led by a Warrior Priest. So, the dice are rolled for the magic phase and the dice come up double fours. He takes eight, and the Empire player takes four. First up, the Slann chucks two dice (plus a free one) at Doom and Darkness on the unit to reduce their Leadership by three. The Empire player doesn’t want his unit to run so chucks all his dice at it, to be sure. He dispels it. With the armies converging, the Slann chucks two more (plus one free) at Soulblight to reduce the Swordsmen’s Toughness and Strength. Again, worried, the Empire player uses his Scroll on it. With four dice and a free reign now, he casts Purple Sun through the Imperial unit on three dice (plus one free), killing twelve and returning another four dice to his pool. He then throws three dice at Fate of Bjuna on the Warrior Priest, killing him, and returning another die to his pool. He now has two dice, plus a free one for Caress of Laniph or Spirit Leech on any other character nearby. Over this phase, the Slann has rolled sixteen power dice, decimated a unit and killed at least one character. Good, huh?

Let’s look at a second build – a Slann with Lore of Light. In this build, the Slann will use the Focused Rumination to pump out lots of buffs to his combat units, of which you’ll generally face two or three. There is superb synergy between Lore of Light and Lizardmen as it deals very well with the combat units’ weaknesses. Saurus warriors suffer from WS3 and I1, so why not boost those to ten each? Maybe with extra attacks and Always Srikes First? There is also the awesome spell Net of Amyntok which can prevent a unit from doing anything. Take a unit of Bloodletters about to nobble some Saurus (20 of each, both 5 wide). With a Herald in there, the Bloodletters generally go first and would expect to kill about six Saurus. The Saurus would then kill three Daemons in return. With both boosts, the Saurus would go first and kill nine Bloodletters before losing three in return. Quite a reversal! So, as we can see, the Slann can go about its business in an aggressive manner or alternatively boost those units around him. Both are very useful and valid tactics.

Finally, no mention of the Slann would be complete without reviewing the twin Slann list. This is super for two reasons – firstly, it spreads the risk so that if you lose one you still have a second; and secondly, there are some brilliant synergies available. I’d suggest bringing Life and Death here. Imagine the horrible situation as above where the Death Slann causes the damage but holds off on the last spell to allow the Life Slann to cast the Dwellers Below and remove a second unit’s effectiveness. Oh, and pop a wound back on the Death Slann just in case…

Okay, I’m going to run through some Lizard strategies that it’s important to be aware of. First, there’s the “double flee” move. This is where the Lizardman army has plenty of small units to redirect and divert – especially using the Terradons for this, but Skinks are just as useful and you may even see single Razordons or Salamanders. The Lizard player pushes two small units in front of a large unit, say a unit of Chaos Chosen. The Warriors player declares a charge on the nearest unit, which flees. Naturally, he redirects his charge into the second unit, which also flees. As you may only redirect once per unit, the Chosen unit now stumbles forward a few inches. Due to their reliability, the units will probably rally and be available to do the same in a couple of turns’ time.

We’ve pretty much covered Magic above, but bear particular attention to the Lore attribute in this case as it’s often relatively intrinsic to the Lizard strategy. Bear in mind that the Lizard player may carry the Cupped Hands of the Old Ones on a Slann and deliberately chuck six dice at every spell, hoping to get an Irresistable Force. This nasty item allows the Slann to pass the Miscast over to an opposing wizard on a 2+…so not only does the spell get cast unstoppably, but your wizard suffers the miscast. Ouch! It’s also worth noting that Lizard armies often include the Cube of Darkness – this is a Dispel Scroll that, on a 4+, ends the magic phase and automatically dispels all Remains in Play spells. While on the subject of Magic Items, the Death Slann will almost never leave home without the Bane Head. This nasty item doubles wounds against a nominated character. Now, any of the Death assassination spells only needs to cause one wound and your BSB is toast…

Don’t underestimate the potential in Salamanders either. I’ve seen a unit of three of these remove an entire unit of 25 Plaguebearers in one round of shooting.

You’ll regularly find Lizardmen armies with lots of Skinks – this is due to their awesome Poison rule. Lots of nasty things have high Toughness but poor armour – such as Greater Daemons and Tomb Kings’ Sphinxes come immediately to mind. Chuck enough dice at a target and you’re likely to roll a few sixes…and each wound counts. It’s also valid against Steam Tanks, or other units that suffer performance penalties from losing wounds.


Mario just realised he’s playing Lizardmen on table one next

So, by now you’re probably sold on the idea that Lizardmen are pretty damn good at present. Personally, I think they’re the strongest army around. But maybe there are a few ways to bring them back to earth a little bit. Firstly, let’s deal with the double flee issue. If you can avoid charging the unit, then do so – use fast cavalry to get around the flanks and ensure that if a unit flees it bounces through your cavalry and is out of the game until late game at which point they’re often ineffective. Flying units really cause problems for Lizardmen here as they simply fly over the blockers. It’s also possible to out-chaff a Lizard player by bringing more chaff units than he can deal with. Some armies do this better than others, of course. In this case, you simply charge everything out of the way and open up your lines for later in the game.

With pre-measuring, it’s a bit easier to deal with Becalming Cogitation. Simply stay just over 24″ from the Slann. You may well still be in range of the unit, and it’s absolutely fine to cast something nasty like the Dwellers Below on the Slann’s unit (which is within 24″ and avoid the Slann simply because his position in the unit means his a bit further away). This is even easier in the Temple Guard unit as he’s “safe” in the second rank.

Armies with warmachines can focus relentlessly on the Slann and try to ensure he fails his “Look Out Sir!”. He’ll still often pass his Ward Save, but it’s worth going for. Bear in mind that Dwarf runed cannons are magical, which can be a nasty shock to any Ethereal Slanns…

It’s important to remember that the Slann gets a “Look Our Sir!” roll because he’s infantry. Of course, infantry are very vulnerable to things like Killing Blow…so get into combat with things like Bloodletters or Dark Elves with a Cauldron boost.

Magic is often a very good way of dealing with the nasty Lizards, but it can be difficult to get spells off. A combination of generally facing a Level Four caster, a scroll and maybe the Becalming Cogitation make it tricky to get the spells you want off, when you want. However, if you do get spells through, they can cause a lot of damage. First up, Initiative-based spells can really hurt Lizards so Purple Sun and Pit of Shades top the list. Purple Sun is especially good, as you can get a lot of magic right back. Stacking Leadership-based items and spells hurts too. Examples include Doom and Darkness and Doom Totem or Great Icon of Despair – but Pandemonium works just as well. The Warriors version of Pandemonium really works well as it nerfs the Lizard magic phase quite nicely.

So, how would I face down a standard Lizard list? Generally, I know that my combat units can take theirs out, except when they’re boosted by magic. As a result, I generally try to take out chaff quickly to allow me to get into combat. If a Slann is in a unit of Saurus, he’s in the front rank and I’ll do what I can to take him down, unless if I feel I need combat resolution in a particular round. I’m always looking out for a opportunity to assassinate the characters when possible There will usually be a crucial magic phase around turn two-three. This is where you need to have your scroll available, plus I try time my combats so that I give my opponent too many targets to deal with to force him choose one unit to boost.

The Lizard army relies on its synergies, so I focus on killing the characters and then my foot troops “should” be able to deal with theirs.


Borat just Dwellered a Slann

Lizardmen are, in my opinion, the strongest army book out there with some great characters, strong units, reliability and some of the best magic in the game. They are far from unbeatable however, and I hope I’ve offered a few insights to show how the Lizardman player tends to select his army, what role exists for which unit and how to try deal with them. It’s important to figure out whether your opponent will be playing his list aggressively or towards a boosted combat army, and then you can try deal with each issue and have a plan of action.

Of course, few plans survive contact with the enemy…

Review – Codex: Dark Angels

Right, where to start? Maybe with a re-cap of where the 1st Legion has been for the last…oh, 6 years? Dark Angels have been one of the first codices that have been re-done for the last editions of 40K, with the original (2nd Edition) Codex: Angels of Death – a combined Codex with Blood Angels, and then individual Codices for 3rd Edition and 4th Edition (but none for 5th Edition) and have often been seen as a test bed for new formats.

The last iteration of the Dark Angels Codex was a continuation of the trend started in 3rd Edition towards simplification of Codices. Gone were the long lists of wargear and many of the options for each unit. The result was more focused and streamlined.
Time wasn’t kind though and when later Space Marine Codices began to add more and more options it became quite bland and limiting by comparison.

Those days are now gone.
The new Codex brings back all the options, some new units and all the old favorites. The codex itself is in hardback with plenty of new artwork (including a simply fantastic cover) and contains a good tour through the Chapter’s history. Much of the focus is now on the hunt for the Fallen. Not that it wasn’t before, but it’s much more to the fore now and is the driving force behind many of the new units.

Let’s take a quick tour through the various elements of the army.


All the main characters are here: Azrael, Belial, Samael and Eziekel, even Asmodai makes a welcome comeback along with all the usual Chaplains, Interrogator Chaplains, Librarians and even the Humble Company Master (Not commander mind you – Master). Here we see the start of a trend in this codex where some options appear to be super cheap – like Librarians, but as you add in options they can quickly rise to about the level that you might see in other Codices. The key here is that you start quite basic and it’s up to you how to kit them out.
A nice note here is that while Belial and Samael still unlock Deathwing and Ravenwing respectively as troops, they only do so if they are the Primary detachment – so no including them as handy scoring allies.

The old staples of Deathwing and Dreadnoughts are still here. The Deathwing get some new special rules, including the ability to split fire, but are largely the same as they were before with all the same options. Well, nearly the same – they can now also get a plasma cannon :)
The new unit here are Deathwing Knights. These are a nice unit that are specifically for beating heretics to a pulp :) but also have some nice specific unit rules too.
Or, and you can take up to 10 terminators in a unit now.


Tactical Marines, while still being well…Tactical Marines, couldn’t be more different than before. There is more or less complete freedom as to how you want to equip them. The fixed unit size is gone and you don’t even have to take a veteran Sergeantanymore. As before, if you add in toys the points add up and you quickly get back to “normal” levels, but again, it’s up to you. Flakk missile also feature here, so the 1st Legion need not fear the flyer as much as before.

Scouts have made the move to this section, but have seen their stats drop to match that of other Codices. The flexibility of the Tactical Marines is also present here too.

Fast Attack
The structure of a basic Ravenwing squad has remained the same – you start with 3 Bikes, can add 3 more, an Attack Bike and a Landspeeder (making 10 guys) but the points have dropped and they get Hit and Run. Nice.

The really interesting ones though are the Black Knights. These come equipped with “plasma talons” (shorter range plasma guns) and a grenade launcher that can shoot Rad and Stasis grenades (among other things) and will reduce a target unit’s toughness and initiative respectively making any follow up shooting or assaults particularly effective.
We also see one version of the new type of Landspeeder here too. This one works as a support unit providing a mobile cover save.

Finally we get to the Dark Talon and Nephilim Jetfighter. These are simply the best looking flyers to date in my unbiased (honest!) opinion :) The Nephilim is a straight out gun platform but Dark Talon comes with a Stasis Bomb that, if timed right, could be useful.

Heavy Support
All the Landraider variants are here now and can be upgraded to be Deathwing Vehicles to make them even harder than before. Devastators see an overhaul similar to Tactical marines and are now on a par with their other power armoured brethren.

The second version of the new Landspeeder appears here as a mid range support unit that mounts plasma cannons that can be fired as several small blasts or one big one.
There is a decent selection of wargear to play with including some chapter specific items including things like a porta-rack that allow you to *actually* conduct battlefield interrogations. Not all that useful if I’m honest, but still cool to have. The Sacred Standards make a return and can add some serious buffs to your units

I’ve only had time to play one game with the new codex, this was against the new Chaos Space Marine Codex and it was interesting to see that both armies played roughly to the same “power level”. This is by no means a definitive assessment, but it does tie in with my initial impression that while there are many nice, fluffy and powerful units on the Codex, that none of them appear to be all that broken.

In the lead up to the release of this Codex, there were many rumours doing the rounds of this being the codex of Über plasma death, or multi-wound terminators etc… but none of these appear to have materialised
There are so many options present that I think there are plenty of armies to keep both the fluffy and competitive fans of the First Legion happy for a while to come.

Now, if you’ll excuse me, I’ve a heretic to question…

Winter Skirmish 2013

We held the Winter Skirmish in the Hobby Shack, Wicklow earlier in January and it went really well. It was a 1600 point uncomped WHFB event with four rounds over one day. Being uncomped, many players and commentators expected to see a lot of filthy lists…and they weren’t too disappointed. Having said that, some players did tone down their lists and play slightly more unusual builds. We were delighted to have twenty players (including me as bye-buster) from as far away as Lisburn and Ballymena and as close to home as from our own club, the Last Chancers.

Armies chosen were pretty wide, with no less than twelve armies represented at least once (no love for Bretonnians, Wood Elves, Tomb Kings or Chaos Dwarfs) with Dark Elves the most used with four players choosing the Druchii. Players ventured from the Lisburn Gaming Club, the Northern Wasters, Heroes of Legend Dublin and the Underground Gamers too and it added to the atmosphere. There were, by my count, nine players who have played international WHFB at the ETC or Six Nations meaning it was quite a strong field too.

Round one saw some big matchups – Colin Power (Lizardmen) versus Mark Morrow (Ogres) and Matt Hammill (Daemons) versus Mal Cooney (Dark Elves) being the pick of the bunch. Colin and Mark played an 11-9 while Mal snuck his game 12-8 – both very close games. There were big wins for Chris Mince, Barry Lynch, yours truly and Chris Smith – all picking up at least 18 points from our games.

We used the Swiss matchup system, so Chris (Vampires) played Barry (Skaven) while I (Daemons) played Chris Smith (Empire). Barry had another maximum against Chris Mince, while my game was a hilarious game against Chris “DGame” Smith who edged it 12-8. Colin Power picked up a maximum in his second game against Dave Holohan from the TLC, as did Ugo against Brian Dolan, Adam Colgan against Kieran Veale and Fergus Finch over Derek Mitchell.

Round three saw Barry Lynch with 40 points play Dave Leahy (Lizardmen), while Colin Power played Chris Smith on table two. This was the Watchtower scenario, and Dave Leahy and Colin Power both managed to earn twenty points against their opponent, setting up a grand finale on the top table. Mateusz picked up 20 against Ugo, while most other games were pretty close.

The tournament drew to a close, with all eyes on the clash between the Last Chancer’s Dave Leahy and Colin Power from the Heroes of Legend Dublin in a Lizardman civil war. Chris Mince played Mateusz on table two and I faced off against Barry’s rats on table three. Despite a heroic effort from Chris Mince who took twenty points, it wasn’t enough as Colin gained a maximum on table one and won the tournament quite comfortably. Chris had the consolation of second place, and I picked up third courtesy of a big win.

Mark Morrow’s Ogres won the painting prize despite stiff competition from Dave Leahy and Chris Mince.

It was a cracking day’s gaming that went right to the wire. Many congratulations to Colin and Chris for first and second places, and to Mark for the painting prize.

We’re already scheming about Spring Skirmish…