Incoming Daemons for Fantasy

w-ired.org Logo

So, a matter of months after a White Dwarf update and a wave release, rumours are getting tighter on what’s happening to the Eighth Edition Daemons of Chaos Army Book. In this short article, I will put out the rumours that I’ve found, along with some ideas on how I think the army will change and play based on nothing more than crystal-ball gazing.

Firstly, we’re expecting to see the Army Book (and it’s 40k cousin) released by April, with a plethora of new models. These include the Greater Daemons, Heralds on Chariots and some brand new army book entries, including Nurgle fly-riders. All very exciting for those of us that enjoy playing Daemons! There are plenty of places on the web to find the latest rumours, but special credit is due for the next bit to Bell of Lost Souls and Warseer, from where I took these rumours:

  • New plastic Furies;
  • New Chariots for Khorne, Tzeentch and Nurgle;
  • New Khorne Cannon;
  • New Nurgle Plague-Fly Riders;
  • New “Flesh Terror” unit;
  • New flying Daemon monster;
  • New Daemon engine.

Okay, back to my own work. GW have a habit of utterly nerfing anything that’s too powerful in the current meta, and almost making them unusable in a competitive situation. So what’s currently the big cheeses in WHFB? In terms of Core, everything is decent except for Plaguebearers. They suffer due to the huge emphasis on Death and Shadow magic in the current meta while only having a very low Initiative. Again, the same three Core choices get a nice bump when you include a Herald…except the Plaguebearers again. Given that there’s been a recent wave of Plaguebearers released, I suspect that they will be improved.

The gift “Master of Sorcery” is a must-have at present. It’s almost impossible to have decent magic in a Daemon army of less than 2k points without bringing a very vulnerable Lord of Change, or lots of Horrors. Accordingly, the simple solution is to bring Heralds of Tzeentch who have Loremaster (Rulebook Lores). Though they’re only Level 2, they still pack far too much of a punch. The obvious solution here is to allow Master of Sorcery choose a Lore and roll as usual – meaning a Herald would have two spells and a Lord of Change four. A separate option could be possible to make them Loremaster – which would nerf the Heralds by forcing them to choose between a Dispel scroll and Loremaster. If Heralds were able to pay for levels of magic, this would certainly help bring a little more balance to the Daemon magic phase.

Looking at the current Core choices, I’d expect points to increase slightly but rules to remain pretty consistent.

Daemonic Special Choices have been much-maligned. I have no doubt that we’ll see improvements to Fleshhounds especially. Nurglings work well, as if the army gets new faster options as expected, then their ability to Scout really improves the list synergy. Flamers have been brought to heel with the White Dwarf update, so some sort of change here would be welcome – something as simple as removing long-range penalties would suffice. Screamers and Seekers are pretty much fine just as they are.

Fiends will probably be nerfed slightly – maybe just made a 3+ option to prevent the usual single Fiend diverter tactic. Bloodcrushers need an urgent boost as they’re pretty poor these days…and the last fourteen months or so have seen the rise of the Monstrous Cavalry unit (Mournfangs, Demigryphs, Necroknights, Skullcrushers etc.). I fully expect these to become very useful in the new Army Book.

So what else may happen? I’d love to see more shooting options – these are very limited. While Daemons are traditionally a combat army, similar armies do have ranged options – consider Hellcannons and ranged spells in the Warriors of Chaos list, Ironblasters and Leadbelchers for Ogres and even Terrorgheists and Banshees with Vampire Counts. With the huge hit that Flamers have taken, options here are very light at present which forces Daemon players to bulk up on the Magic Phase. I’d like to see more fast units. All the Core is quite static, leading to the need for multiple diverters and (again) a strong magic phase.

I’d still love the option to take a strong mono-God army too, though I’ve mellowed slightly in the (almost) five years since the Army Book came out. All I hope for now are new options, more balanced possibilities and a change from a list that’s feeling rather stale as we push into 2013. Then again, isn’t Chaos all about change?

I Go, You Go? No Go!!!!

A guest post from quozI, of infinity tournament fame (read also remorseless pestering)

 

We’re all familiar with the classic Wargaming mechanism of I go, you Go (IGoUGo). That’s where one player moves, shoots etc. with all their miniatures and then the other player gets to do the same with theirs. As an approach for handling player turns it definitely has its advantages – it’s familiar so it makes a new game more instantly accessible, it’s tried and tested and it’s the only approach that many members of our wargaming community have ever experienced.

 

Warhammer Fantasy Battle, Warhammer 40,000, Warmahordes, even down to classic board-games such as Bloodbowl. I get my turn, you wait, then you get your turn and I wait.

 

So what’s the problem, or is there even one?

 

I was a massive Warmahordes fans for years – I still think it’s a great game and it uses the IGoUGo approach. I came to Warmahordes from another IGoUGo game – 40K. All was OK with my relationship with 40K until I was badgered (thanks Paul) into trying a game of Warmachine and realised that there was a game out there that for my personal tastes far surpassed 40K. From then on 40K was dead to me.

 

Now this has happened to me for a second time but this time it’s IgoUGo that’s dead to me.

 

I discovered Infinity the skirmish game and Force on Force/Tomorrow’s War. Both games built on a reaction system where there still is an active player but where the other player gets to react to their actions.

So what’s different without IGoUGo?

 

You no longer have to sit and watch your opponent play the game.

 

I’ve had opponents turns in Warmachine take anything from 7 minutes steam-roller time up to 1 hour (timed with a clock and all!). I would guess that the average turn is about 15 to 20 minutes. That’s 15 to 20 minutes in which you’re not doing anything. You can be sitting there strategizing about what you’ll do in your own turn but I seldom bother as the opportunities that will be available to you only reveal themselves or close themselves off as your opponent plays out his turn.

 

So you sit. You watch and you wait. If you’re like me then you smack talk a bit but wouldn’t you rather be smack talking AND doing in-game stuff?

 

In Infinity if a model performs an action (walk, shoot, climb, hack, whatever) in your line of sight then you get to react to it. You may decide to shoot them, dodge out of sight, hack them to immobilise them, drop prone behind a wall and plenty of other options. So while the active player determines the match-ups and the flow of his turn through maneuver, you get to react to it all, making valuable decisions and possibly stymying his dastardly plans.

 

If your reaction could stop your opponents action from occurring – for example if you try and dodge his gun-fire, or shoot him first – then you both roll dice and the winner gets to perform their action. So you may successfully duck around the corner before he can hose you down with his heavy machine gun, or you may find it’s your bullet ridden corpse that lurches around that corner!

 

As Infinity is a skirmish game and one where terrain is important, this doesn’t slow the game down like you might expect it to. Active players will attempt to minimise the number of automatic reaction orders (ARO) – as they’re known – by avoiding LOS, moving from cover to cover, or best of all, manoeuvering to attack from behind. A good size game of Infinity can be finished in an hour against quick players and anything up to 2 1/2 hours against the analysis-paralysis types… you know who you are!

 

Unlike in alternating activation (AA) games – another possible system where players take turns activating usually a single model, such as Malifaux – in Infinity a player gets to activate their whole force in their turn allowing them to put a larger plan into action rather than – to me anyway – the more seat-of-the-pants tactics that alternating activations encourages. I’m not dissing AA, I just prefer the Infinity style reaction system. I am dissing IGoUGo though!

 

Apart from the greater fun (IMO), perhaps where the difference is most noticeable is if you’re playing a reaction based game system is in your legs! I spend the entire time standing for Infinity and Force on Force because you’re constantly involved in the action, making decisions and thus surveying the board and model positions. In 40K or Warmachine, I found myself sitting down for most of my opponent’s turn. Waiting. There’s that word again – waiting! Waiting’s dull.

 

Force on Force (FoF) is a critically acclaimed Modern-era (post WWII) wargame from Ambush Alley games, published by Osprey Publishing. This year they added a Sci-Fi brother, Tomorrow’s War. Both use the same core system with additional Sci-Fi esque rules added to Tomorrow’s War to allow you to represent tech disparities between forces, bipedal armoured walkers, hover tanks, aliens, all the Sci-Fi staples that you know and love. As an aside it’s also scale neutral and perfectly suited for use with all your 40K minis.

 

Typical game size is around a platoon, with the individual units being 3 to 5 man fire-teams or special weapons teams rather than the individuals in Infinity. Each side has anything from 2 to 10 fire-teams – or significantly more for big games if you wanted. Plus vehicles ranging from pickup trucks with flat-bed mounted machine guns to main battle tanks – or grav-tanks in Tomorrow’s War.

 

In Force on Force each turn game mechanics decide which player is going to be the active player and who is going to be the re-active player. Think of the active player as the side currently with the initiative in the fight – maybe the side putting more lead into the air and better suppressing their opposition, or maybe just the side that is currently better co-ordinated and is implementing their plan.

 

If it’s two regular trained forces fighting each other then who is active this turn will depend on the scenario, or dice rolls modified by various factors.

 

If it’s Regulars versus Irregulars – think militia or un-trained insurgents – then the regular player always retains initiative. That’s right, if it’s you against rag-tag mobs of human civies or animalistic alien hordes then it’s always your turn and never theirs. That sounds like it’d be boring for the irregulars, doesn’t it? Well, trust me, it isn’t. I love playing the irregulars :)

 

The player with initiative gets to activate each of their units. Moving, running, shooting, assaulting or various combinations of these. Or the active player can sacrifice a units activation to place them into over-watch, but more about that later.

 

Any unit on the reactive player’s side who sees an active player’s unit do something gets to react. Just like in Infinity, and again just like in Infinity the reacting player’s action can oppose and possibly prevent the active player’s action. That is if they’re quick enough and lucky enough! Again you may duck out of sight so your opponent can’t shoot you or alternatively you may suck it up and try and shoot them first hoping to do so much damage to them render return fire ineffectual.

 

Regular units can react to multiple actions in a single turn, however they lose one dice of fire-power or an inch of movement for every subsequent reaction that turn. Eventually they just can’t react any more. In FoF – unlike in Infinity – units can even react to reacting units! So an active unit may advance, a reactive unit may declare a shooting reaction at them and then another active unit that has not yet activated or that is in overwatch can itself choose to react to that reactive unit. This sounds complicated but it’s quite easy to keep track of who is doing what just by placing dice beside the units that are reacting or already have done so.

 

This multiple reaction system also speeds up, not slows down the game. You’ll also find that few insurgents will react to an advancing unit if there’s multiple units in over-watch looking at them and few active units will blindly run out in front of multiple reactive units. This is part of the joy of this system, so well does it represent classical bounding over-watch that the Australian army use it train NCOs. Despite all that, it’s great fun and fast and vicious. Just how I like my games!

 

When the active player finishes their turn any units belonging to the reactive player that haven’t reacted this turn can then perform an activation of their own. Only needing to fear those over-watch units we previously mentioned.

 

So where does this leave me?

 

Addicted. I can’t go back. I can’t sit and passively watch my opponent play for 10, 15 or more minutes without getting to make any meaningful decisions myself. I also don’t want to go back to my opponent watching me play – I want them trying to shaft me in my own turn. That’s fun and now my smack talk can be laced with actions and not just toothless banter!

 

And you?

 

I heartily recommend trying out some games with activation approaches other than IGoUGo. If it’s the only thing you know – as was the case with me – then you really can’t know if it’s your preferred approach without trying the alternatives out. I wasn’t even really aware I didn’t like IGoUGo until I saw the alternatives. I thought the waiting was something you had to accept with wargames. It isn’t, and I urge you to try out some of the alternatives yourself. I want to see IGoUGo consigned to the gaming history bin.

 

 

Infinity the skirmish game:

Free rules and army lists available. Links on http://www.infinity-ireland.org

 

Force on Force:

Ambush Alley Games http://ambushalleygames.com/

20 euro delivered from http://www.bookdepository.co.uk

Scale and miniatures neutral. Use your 40K models or a cool 15mm army for 40 quid.

 

The Retribution of Neil: The Masters!!!

IRISH MASTERS 2012

 

G’day, Warmachine (and Hordes) fans!  Here I present, for your delectation, an exhaustive report of my experience at the 2nd Irish Masters, hosted by Leprecon 2012.  I was more excited about this tournament than a grown man ought to be, and that was in no small part due to the imminent appearance of Jason Soles – one of the original Warmachine designers.  He was bringing the trophies over from Seattle for us, and I was determined he wouldn’t take any back with him!  The format for the event was three 35pt lists (with 7pts reinforcements); but every list had to be played at least once, and no list more than twice over the five games across the weekend.  Here are the lists I took…

 

List one: (No Quarter Theme list – tier 3)

 

Dawnlord Vyros                                     (+6 points)
Hydra                                              (8* points)
Manticore                                    (7* points)
10 Dawnguard Sentinels                            (9 points)
+UA                                     (2 points)
+Marshalled Griffon                   (4 points)
10 Houseguard Halberdiers                  (7 points)
+UA                                     (2 points)

2x Arcanists                                     (2 points)
Reinforcements:
Manticore                                     (7* points)

A pared-down version of the 50pt list I took to Gamers World in February, but which didn’t do so well in my 35pt play-testing.  The extra 15pts gave me double Covering-Fire and a whole lotta Focus-efficiency (ie with the Tier 4 bonus), whereas I found just two Warjacks got destroyed too easily.  Anyway, this was a still my attrition-based, *anti-Stealth * list.

 

List two: (Theme list – tier 3)
Adeptis Rahn                                     (+6 points)
2xPhoenix                                     (20 points)
Arcanist                                     (0* points)
10 Houseguard Halberdiers                  (7 points)
+UA                                    (2 points)
6 Battle Mages                                     (5 points)
+ Soulless Escort                  (1 point)
3* Battle Magister Solos                            (6 points)

 

Reinforcements:
Arcanist                                             (1 point)
6 Battle Mages                                    (5 points)
+ Soulless Escort                  (1 point)

Except for a slight shuffle to include reinforcements (wouldn’t normally include Soulless Escorts), this has been my default Rahn-list for 35pts for a very long time.  He just dominates control-based scenarios, and can stay well back with his mighty Control Range and double Arc-Node… But has the most hard-counters of my three lists: Protectorate of Menoth and Circle Orboros can completely shut down his spells (as will any Stealth-heavy army), and the conspicuous lack of Pathfinder means Rough Terrain is a big problem too.  For all these reasons and more, my third list is:

List three (“Snipe, Feat, Go!”)

 

Ravyn, Eternal Light                            (+6 points)
Phoenix                                             (10 points)
Aiyana & Holt                                    (4 points)
10 MHSF                                     (8 points)
+UA                                     (2 points)
6 Dawnguard Invictors                            (6 points)
+UA                                     (2 points)
4 Stormfall Archers                            (5 points)

Epic Eiryss                                     (3 points)

Arcanist                                             (1 point)

 

Reinforcements:
Destor Thane                                     (4 points)
Narn                                              (3 points)

Models with Pathfinder to deal with terrain; Aiyana & Holt to hand out Magical Weapons (handy for Incorporeal models as much as Menite Warjacks); dirty Assassination potential to *hopefully* discourage my opponents from taking the nastier Control-Warcasters (looking at you, Harbinger and Major Haley!).  My rough kinda plan was to use each list once on the Saturday, and leave myself with full choice for the Sunday – but to let the Scenario and opponent of each game to take precedence in my choice.  So… How’d I do?

Game one – Anthony (Cryx)“Gauntlet” (#2)

 

Warwitch Deneghra                     (+5 points)

2x Deathrippers                            (8 points)

Skarlock                                       (2 points)

6 Bane Thralls                               (5 points)

+UA                                     (3 points)

6 Bile Thralls                                 (5 points)

10 Satyxis Blood Witches                 (6 points)

+UA                                       (2 points)

Bane Lord Tartarus                           (4 points)

Pistol Wraith                                    (3 points)

Warwitch Siren                                    (2 points)

 

Anto’s other lists were led by Skarre1 and Skarre2, both with juicy targets for Ravyn… but I didn’t want to risk the possibility of a Stealthy Warcaster (and $%&@ Bane Thralls) so took Adeptis Rahn.  Turned out I’d made the right decision for the scenario as well – only problem was the Killbox Artifice meant he couldn’t hang back as far as I’d like; but with a wall of Halberdiers between himself and the filthy undead horde, I figured he’d be Okay.

 

This was an extremely bloody fight for both sides: highlights being my left-flank Phoenix getting wiped out by just two charging Bane Thralls (with a little help from Parasite), and my Battle Mages thumping the Incorporeal Blood Witches into a panic with their Magical boxing-gloves (which I never previously knew they had!).  On my Feat turn I was able to clear my scoring zone and run a Battle Magister Solo in for my first Control point.

 

My screen of Halberdiers had almost evaporated by this point, and my remaining Phoenix couldn’t run/charge/do anything much except walk 4” and be Channelled through…  Luckily though, the zone was still pretty much uninhabited (did I mention it was a bloody game?!), and after the last two Halberdiers killed the Blood Hag with a single Combined Melee Attack, Adeptis Rahn was able to use his spells to Push/Slam the last guys out of the zone for the second Control Point and the win.  Good job really, or he would have died HORRIBLY the following turn!

 

Picture: Force Blast FTW!

 

WIN – 2 Control Points to 0

 

Game two – Ian (Minions)“Restoration” (#15)

Picture: Ian

 

Dr Arkadius                            (+6 points)

4x Warhogs                                    (28 points)

4 Bone Grinders                                    (2 points)

6 Farrow Brigands                           (5 points)

6 Slaughter-housers                           (6 points)

 

Ian had brought all three Farrow Warlocks to the tournament, and had painted his mass of Pig-flesh very well.  I’ve used Dr. Arkadius and Lord Carver myself before, but had yet to see what Sturm and Drang were capable of.  I decided to take Ravyn for the Scenario, as I figured her guys would shoot the Objective to rubble in one turn.  However, when Ian selected Dr. Arkadius and elected to go first, I changed my plan…

At DEF 15 and ARM 14, Dr. Arkadius is *theoretically* an ideal target for “Snipe, Feat, Go”; so long as he ends his turn within 22” of the Mage Hunter Strike Force.  He did; and I actually apologised to Ian before I even rolled any dice!  Guess what though…

 

After my failed assassination attempt, Dr. Arkadius Feated, and all of a sudden four hopped-up Warhogs were in my face – one in fact B2B with Ravyn after having Trampled over my useless Mage Hunters (luckily by then it was out of Forcing range so was unable to buy more attacks that turn).  I had another turn of un-boosted shooting to try and salvage the situation, but in the end only brought the deviant scientist down to two hit-boxes.  Ravyn then got splatted.

 

Picture: Warhog to the face…

 

I ended the game with only 1 army point, from killing half a unit of Bone Grinders!  For all that my dice failed me, I didn’t deserve to do any better because I’d ignored the scenario, and gone for the Assassination without any sort of contingency plan.  Well done Ian!

 

LOSS – 0 Control Points to 0

 

Game three – Adam (Skorne)“Envelopment” (#12)

Picture: Adam

 

Archdomina Makeda                           (+5 points)

Cyclops Brute                                    (5 points)

Molik Karn                                    (11 points)

Titan Gladiator                                    (8 points)

4 Beast Handlers                           (2 points)

10 Praetorian Swordsmen                           (6 points)

Agonizer                                    (2 points)

2x Ancestral Guardians                           (6 points)

 

Reinforcements:
Rhinodon                                             (7 points)

 

If I wanted to keep all my options open for the Sunday, then I had to take Vyros this round… but I took a risk and selected Rahn for the second time, figuring that whereas he doesn’t mind fighting Skorne, he HATES fighting Menoth and Circle, and I could end up fighting one or t’other the next day.  Besides, this was another scenario which Rahn ought to dominate.

 

I’ll not dwell on this battle; suffice to say that it was my best game of the weekend.  Adam, who is an incredibly nice guy (even though he kept trying to distract me with his dodgy dancing), was actually a Trollbloods player, but had to borrow his mate’s Skorne because his latest order hadn’t come in on time.  He told me he hadn’t played against Warmachine armies much, and I got the impression he didn’t know the Retribution at all…  One day I’d like a rematch against your Trollz Adam, so if you’re reading this, please contact me!

 

Picture: Rahn DOES love scenarios…

 

So Saturday was done, and although I was disappointed with Game two, I was reasonably happy with my overall performance.  I was out of the running for the awesome trophy (unless some very weird stuff happened on Sunday…), but figured I was still in the running for a podium-finish.  BRING IT ON!

WIN – 3 Control Points to 0

Game four – Gerry (Legion of Everblight)“Diversion” (#17)

Picture: Gerry

 

Lylyth, Shadow of Everblight                (+5 points)

Nephilim Bolt Thrower                           (6 points)

2x Ravagore                                    (20 points)

6 Blighted Nyss Striders                           (6 points)

+UA                                    (0* points)

6 Blighted Nyss Striders                           (6 points)

Strider Deathstalker                           (2 points)

 

Gerry straight-up told me who he was taking this round before I even had a chance to look at his lists (Kallus and I believe Thagrosh, Prophet of Everblight were his other options), *probably* because I’d been telling him for weeks just how much Epic Lylyth makes the Retribution cry!  Certainly, had I taken Ravyn it would have been a very one-sided match, so I took Vyros and hoped he’d be able to tough it out.

 

I immediately screwed up my deployment by putting the Sentinels on the WRONG SIDE of a house from the Flag they needed to defend; but luckily they had enough SPD to get there by turn two, and enough ARM to survive the Striders’ bows.  Vengeance helped me out a lot here, and for the first time I can remember, the Offcier survived all game!  It was at about this point that we realised we hadn’t deployed properly…  Whoops!

 

Picture: “radial deployment, you say?”

 

On the other side of the table, Lylyth and her Battle-group were having uncharacteristic trouble mowing down my guys.  Even the three Halberdiers that were on fire managed to beat out the flames!  I managed to sneak in a Control Point by running my soon-to-be-dead Manticore up to the flag under Mobility the same turn a single, solitary Sentinel (say THAT ten times fast) put a toe into the Zone.  I tried to engineer a second point, but “Dice Down” was called.  I won on first tie-breaker, and now feel like I‘ve *sharked* Gerry with all my talk of how broken eLylyth is – honestly, I was expecting to get wiped out!

 

WIN 1 Control Point to 0

 

Game five – Harry (Cygnar)“Incursion” (#7)

Picture: Harry

 

Commander Adept Nemo                         (+6 points)

Charger                                             (4 points)

Lancer                                             (6 points)

Stormclad                                    (10 points)

Squire                                             (2 points)

6 Arcane Tempest Gun Mages                  (6 points)

+UA                                    (2 points)

Aiyana & Holt                                    (4 points)

Arlan Strangewayes                           (2 points)

Gorman di Wulfe                                    (2 points)

Journeyman Warcaster                           (3 points)

 

Ooh, I LIKE this scenario!  Partly because I have my own cool little flags made from spare Myrmidon parts.  I decided to take Ravyn because I reckoned I could out-shoot any of Harry’s own gunlines (he also had General Adept Nemo and Siege I think, though I don’t remember which list he’d already used twice).  Harry chose table-side.

 

Picture: Gunline vs. Gunline

 

…Turns out I was right!  On my Feat Turn I turned the Lancer and Stormclad into wreck-markers, and the following turn I wasted the Charger, the Journeyman Warcaster, the *fake* Aiyana & Holt (because mine were the real ones…) and Gorman Di Wulfe.  By the time the smoke cleared there was no way for Cygnar to contest my last Control Point in the third turn (I also got lucky with that – the one on the left disappeared which was ideal), so I won my last game of the weekend.

 

Thanks for the game Harry – I’m worried I didn’t shake your hand afterwards, and have been worried about it ever since!  See you at Itzacon, Maybe?

 

WIN – 3 Control Points to 0

 

Results and stuff…

 

With nine Control Points over the weekend, I JUST edged out Jason Soles for 3rd Place, as he also had four wins over the tournament (he’d played five additional games over the weekend just for the Craic – beating me both times we faced off…).  I won a nifty Steamroller certificate and commemorative coin, and a hardback Prime Rulebook signed by the development team.  I also won the randomly-assigned fully-painted army prize, which was a cool poster of Kommander Strakhov that I bullied Jason into signing for me!

 

Picture: Me & Jason

 

All in all, a fabulous weekend!  Well done Stu for organising the event, and thanks to everyone who took part.  I hope to see y’all around on the forums and the next few tournaments.  I’m taking Garryth and Kaelyssa to Itzacon this weekend – who’s up for a beat-down?

 

Parenthetically yours, (Neil)

 

Retcon 31st March – 1st April

Tris is pleased to announce Wargames at Retcon 2012, held in the UCD Student Centre (MAP) on the 31st of March and 1st of April

Entry to the Convention is 10 Euro for a Weekend Pass and 7 Euro for a Day Pass. Entry to all Wargames events is free.

Warhammer 40k

The rulespack is finished. Find it here: Rulespack

Important Information:
There will be painting requirement of minimum three coulours and based for entry to the tournament.

List submission deadline: 25th of March. 
Saturday Start time: 09.30
Sunday Start time: 10:00

The prizes will be as follows:
First, Second and Third on Battle Points
Best Painted Army (Judge’s Choice)
Best Battlefield (Players Choice)

Tris is accepting pre-registrations; send an e-mail to Retcon-40k(at)onthestep.net and you’ll be signed up

The Current number of spots available is 12 as of 23/2/12

An Infinity tournament will also take place. For more details, see here:
http://w-ired.org/blog/2012/02/03/infinity-tournament-retcon-april-1st/

Encore X

Encore is hosting a Warhammer 40K tournament on the Saturday The 21st of April During the Event.
Entry For tournament will be £5 and will include:

Every Player will get a free bottle of water and a selections snacks
will be handed out to players throughout the day.

Please Remember it costs £5 to get into the Encore Event as well

If you buy a ticket Online below you will pay for the entry to the event
as well as the tournament therefore Online tickets cost £10

Buy Tickets: Click Here

There shall be 12 tables therefore maximum attendance is 24 people.
* maximum attendance will increase to 30 if we reach a total of 20+ tickets bought Online*

Held at: Magee University, MF Building (beside the bottom car park), University of Ulster – Magee, Derry (Londonderry)

Get to UniGet to MF Building

Alcohol is not permitted as it is held on University Grounds
Over 18s Only 

Rules Pack:
Click Here

Prizes:

* Prizes have not been finalized so prizes may change*

1st Prize £40 voucher and Certificate
2nd Prize £30 voucher and Certificate
3rd Prize £15 voucher and Certificate

Accommodation:

Hotels and B&BS are available on the link below
http://www.derryvisitor.com/

There is also this hostel which is £15 a night or if any of you guys are going as a group then you can all share a dorm (4 people) for £15 a night.

Hostel

please feel free to comment or criticize this as it is not fully finalized yet.

I would also like to Inform you that if we have 10+ People for this Tournament it will count as a Ranking Event, and therefore the results will be shown on The ETC N.Ireland forums and the players points will be added to their current ranking score on the Ranking list for Team N.Ireland or Republic of Ireland.