About Us

The Dublin Games Guild is a wargaming club based in Gamers World in Dublin city centre. We meet on Wednesdays from 6pm onwards. We have dozens of members who play a huge ranges of games Warhammer 40,000, ,Warmachine/HORDES, 15mm, historical etc. Come join us any time or email us on dgg@gregfarrell.org to arrange a game

Thursday, 29 November 2012

A Warhammer 40,000 Scenario - The Infiltration of Power Station XT5

Pedro Kantor stepped up to the dias in the Strategium on board the Battle Barge "Eternal Vigilance". He looked around at his assembled Captains and Sergeants before turning back to the Hololith. "Brothers, I can no longer justify the continued prosecution of this war. We have sacrificed much but Diablos IV is soon to be lost to us. However, I will not allow the Tyranids to consolidate their gains here. Captain Cortez will lead a small strike force to infiltrate Power Station XT5. Their goal will be to set charges inside the nuclear reactor to destroy the station and contaminate the bio-mass the Tyranids intend to consume.

As the Crimson Fists filed out of the strategium, Kantor placed his hand on Cortez' shoulder. "A moment, Brother". Cortez held back until the other Captains and Sergeants had left and turned to his old friend. "Pedro...". Kantor cut him off. "Alessio, my friend, this mission is important, yes, but the continued survival of the chapter is imperative. May the Emperor watch over you."

This scenario takes place in the late stages of the invasion of the planet Diablos IV by Hive Fleet Nagaina. The historic battle was between the Crimson Fists Space Marines and the Tyranids, but could be modified to suit any two armies. This scenario is not suitable for tournament play for obvious reasons.

To represent the tangled ruins of the power station, the warren of corridors will be represented by a Space Hulk board (the squares are ignored). The standard Warhammer 40,000 rules will be used with the following modifications.

The Infiltration
Initially, the Tyranid forces are unaware of the presence of the Space Marines. The Tyranid player deploys six sentry broods of five Termagants each, within 6" of the objective rooms. These will move along the corridors in the same direction each turn until they reach an intersection, at which point the Tyranid player should randomise whether the brood will turn or continue in the same direction. The Space Marines are under the control of their player as normal.

This stage of the game ends immediately if any Tyranid model can draw Line of Sight to any Space Marine model.

The Battle
As soon as the Infiltration stage ends, the battle stage begins. The Tyranid models immediately come under full control of their player and play continues.

The Power Station
The corridors of the power station are damaged from previous battles, cramped and piled high with debris. They count as difficult terrain to all models (including those who would normally ignore difficult terrain), with the exception of all models mounted on 25mm bases with a 5+ armour save or worse.

The tangled corridors provide plenty of cover. All models have a 5+ cover save at all times. Increase this save by 1 for each full 8" between shooter and target.

Due to the size of the corridors, only Infantry (but not Jump or Jet Infantry) and Beasts models may participate in this scenario.

All models in this scenario are Fearless. The Space Marines know there is nowhere to fall back to, while the Tyranid Hive Mind is strong here and all models are assumed to be in Synapse range at all times.

Due to the tight nature of the corridors, when a blast weapon scatters it will stop when it contacts a wall. Find the point where the centre of the blast contacts the wall and resolve the blast there.

Objectives
The Space Marine player must set charges to blow the nuclear reactor. To do this they must enter the objective rooms and assault the objectives. The charges will be set automatically. They must then escape the facility.

The Tyranid player's objective is to wipe out the enemy.

Space Marines
5 VPs for setting charges on each objective.
1 VP for every escaping Space Marine.

Tyranids
1 VP for every Space Marine who doesn't escape.

The Space Marines may not escape until at least one objective has charges set on it.

Ending the gameThe game ends seven turns after the first charge is set.

Tyranid ReinforcementsThe Tyranid player rolls on each of the following tables at the start of each of his turns in the Battle Stage of the game.

Table A
1 - 5 Ripper Swarms
2 - 10 Termagants
3 - 10 Termagants
4 - 5 Termagants (upgrade to Devourers)
5 - 10 Hormagaunts
6 - 5 Genestealers

Table B
1 - 2 Warriors
2 - 2 Warriors (upgrade Devourers to Rending Claws)
3 - 2 Raveners
4 - 2 Raveners (upgrade to Rending Claws)
5 - Hive Guard
6 - Genestealer Broodlord

These reinforcements roll on the following table to determine their arrival entrance.
1-4 Entrance on the Tyranid player's side of the table
5 Entrance on either flank
6 Entrance on the Space Marine's side of the table.

Crimson Fists Strike Force CortezCaptain Alessio Cortez with Artificer Armour, Combi-Meltagun and Power Fist
Terminator Squad (5) with Assault Cannon
Tactical Squad (10) with Flamer, Missile Launcher. Sgt. with Combi-Flamer, Power Fist.
Tactical Squad (10) with Meltagun, Missile Laucher. Sgt. with Combi-Meltagun, Power Fist.
Scout Squad (5) with Sniper Rifles, Camo Cloaks.

Tuesday, 13 November 2012

The Hobby Butterfly

As many of you who know me will know already, I'm one of those people who always seems to have 4 or 5 different ideas on the go at any time. It's probably that I simply don't like repetitive painting, but like the idea of having large fully painted armies. Its probably why after the best part of 15 years gaming, I have finished far fewer armies than I should have. I also have huge amounts of unpainted and unassembled plastic, metal and resin sitting around the Lennycave.

So, I've decided to do a monthly series of articles to set myself goals to get me painting again. I'll still have multiple projects on the go, but this should help me to make some progress. I bought a pack of index cards, so I'll be writing my goals on these and posting them on the wall above my painting table as a reminder. I will post early every month as best I can (no promises on exact dates) including photos of my progress and probably a list of excuses as to why I didn't paint what I said I would, along with next month's goals.

So here's the goals for November.

Warhammer - The Empire
  • Knight - test colour scheme
  • Handgunner - test colour scheme

Warhammer 40,000 - Chaos Space Marines
  • Assemble and paint 10 man Chaos Space Marines squad

Warhammer 40,000 - Dark Eldar/Eldar
  • Assemble 2000 point army
  • Finish Wych squad
  • Finish Raider

HORDES - The Blindwater Congregation
  • Finish Thrullg
  • Finish Professor Pendrake

The things you learn...

So I spent alot of time flying this week and I spent some time rereading the rulebook.

I always fine that after playing a dozen or so games of a new ruleset or codex that it is a good idea to take a look again at some of the finer rules. You always find

So what did I miss first time out? Did you miss any of these too?


  • Running does not ignore dangerous terrain anymore pg 14
  • Random allocation  to shooting - if you can't tell who is closest randomise between models
  • When allocating cover from a units shooting, if any ONE firer from a squad can see 75% or less of a model then that model gets cover from shooting Pg 18
  • If a model is completely visible but a firing squad is shooting between intervening models  then the model gets cover- great way to get cover for your monstrous creatures /vehicles  if you are smart (shot must go through not over) Pg 18
  • Focus Fire can work on a particular type of cover save as well as no cover save - sniping potential
  • Overwatch shots are treated as normal shooting attacks so can focus fire - stop the charge by forcing broken coherency?
  • Overwatch shots are treated as normal shooting attacks so LOS is needed 
  • Sweeping advances, end of combat pile ins and consolidations occur as a step in the fight sub phase (determine results)... so no waiting to see how other combats go before you decide what your guys are going to do.
  • You no longer have to hit the model you are in base contact with if you are engaged with a model from another unit also... pick on that easy to kill guy! Pg 28
  • Planes have evade.. Monstrous creatures have Dive.
  • Templates ignore focus fire - so flame the nearest guys in the building and shoot the guys who are out of cover.
  • Smash allows you to reroll armour pens
  • Monstrous creatures hit by a tank shock get to make 1 close combat attack if they death or glory - as it is a close combat attack they can choose to smash and still have 1 attack - Nice!
  • Fortifications that are on the table but bought for you or your opponent count as having an AV 2 less than regular (Dilapidated)
  • Focused witchfire powers are only focused if you roll less than a 5 on your psychic test (that sucks unless you are eldrad!)
  • When generating psychic powers you can select from multiple disciplines so choose wisely based on results.
Only reread about half the book so maybe there will be some more observations on the flight home.

Anything you found interesting there? I hope so!

Sunday, 4 November 2012

DGG battle report Biobomb V sisterguard



The biobomb had its first proper test against a few tanks today.
Darragh was back from Germany and brought his Sisters with Guard allies out to play! A list he has been doing well at german Gt's (3 top 5 places from last 3 tourneys)

I put 3 powers on all the tervigons and rolled powers as follows (just listing those I used )
Hive Tyrant 1 Iron Arm  Haemorage
Hive Tyrant 2 Endurance Haemorage
Tervigon 1  Endurance, Warp Charge
Tervigon 2  Iron Arm
Tervigon 3  Iron Arm
Zoans 1 Iron Arm, 2* Enfeeble, 2* Leech
Zoans 2 2* enfeeble, 2* leech
Doom  Iron arm

This is what things looked like at the start


The dominions scouted forward shortly after to see if they could jump some of the big dogs before the psychic wall went up. The guards first turn was uneventful killing a handful of gaunts in my center and on my left flank.
An Interesting observation for me here was that in the lengthways mission that firelines are alot easier to manage as the angles are just so tight.

In response to the Devilgaunts opened up on the left flank blob, killing 7 (even with good saving and going to ground). Everyone is always surprised by them, especially when backed up by an enfeeble  and the preferred enemy aura from the tyrants.
The flyrants had both swooped forward from behind cover and one of them got first blood by destroying an immolator with his brainleeches. the dominions inside.
One of my Tervigons craps out on a 4 Boo! And they then fail a 6 " charge. the others only manage a 6 and a 7 respectively... not exactly the endless horde you would hope for

Turn 2
The Nids are already closing fast so darragh backs off and blasts the right flank tyrant (he with Iron arm up) with everything he can and takes a wound from him. Celestine kills a few more gaunts and continues to make a nuisance of herself.
Another tervigon  craps out this time on a mighty 6
The left flank flyrant tear chunks out of the left flank  guard squad helped ably by the devilgaunts leaving a lone lascannon team. The right flank flyrant explodes a rhino. But suffering from occasional stupidity as I do I forgot to move her.

Turn 3
The guard back off again, except for celestine who parks beside  my home objective and kills a few more gaunts but does take a wound this time for that pleasure.  The chittering hordes start to close in around her though... not sure if she can kill them all. She is up to about 18 kills so far though so not doing badly!!


Turn 4
I actually did a half decent job of talking through this turn... practice makes perfect... so


At this point I was well positioned with turn 5 coming up and firmly holding both of the left flank objectives with unwounded tervigons sitting on both, the big momma tervigon sitting on a 3rd with sisters who could only attach grenades to her optimistically (T8 at this point).

Turn 5

The guard blob kills the black tyrant and takes pasting in return from the grey tyrant. The 3rd trimester tervigon on the right flank is joined closely by the doom who kills another few sisters (I think she is up to about 14 sister kills + a few guardsmen.) The brown tyrant joins in the fun and the last few sisters make a break for it only to be smashed in 2 by the chasing tyrant.  I now hold 2 of 3 objectives.

Turn 6
Celestine the wagon that she is gets up but my home objective is swarming with gaunts so she decides to contest the second mid flank by shooting and charging the tervigon sitting on it. She fluffs her wound roles though and takes a smash from the tervigon which hits once but fails to wound. D'oh.  In my turn she does 5 wounds but the tervigon has endurance up so saves 2 .
The tervigon smashes her again in the nid turn  but her invuln keeps her alive

On the right flank the guard blob charge the tryant and the doom. The tyrant rolls well on his precision striking and  kills some gun crew for extra wounds, probably should have focused on the Comissar though as killing him would be alot more useful. The doom kills off some of

Turn 7
The 3rd trimester Tervigon fails to kill the tank sitting on the objective, The tyrant kills the  Comissar in combat and the Doom sucks in some more souls ( mainly the power axe guys which was nice). The guard platoon command is heading for the table edge in what looks suspiciously like fear but is likely simply some tactical brilliance luring the tyrant into a killzone.  The Tyranids hold back and consolidate their positions


Result win for the Biobomb against tough opposition.
Other observations include:

  • With 26 powers  to roll there are alot of useful ones floating around. Also worth observing that against T3 opposition some of the more uninteresting powers  (e.g. Haemorage) become a bit more useful. 
  • The aoe of preferred enemy on the tyrants is just awesome I love it.
  • enjoying trying to do video bat reps... will get better I promise :)
Thanks Darragh for a great game... hope to see you back in Dublin again soon