Welcome to Gateway Games

…please make yourself at home and take a look around our site and store

At Gateway Games we like games that are quick, easy to play and fun. We love games and play all the ones we sell.  If you run a gaming group and would like to be listed on our site then contact us and we’ll put you up.  If you like the look of anything we sell or have a game your dying to show off and live in Birmingham then we’d be happy trying to arrange a game sometime.

Hope you enjoy our site and the games we sell.

Gateway Games

>Trygon

>Finally finished the Trygon (first of two) in time for ToS and fairly happy with the look.  Wasn’t sure for a long time about the central rib cage but I increasingly like it as it adds to armoured feel for the monster.  Being the tallest thing in my Nid collection (the Tyrannofex not yet built) it is a real stand out monster and as such has had some attention lavished on it.

Painted more or less as a whole model (all attached except for 4 of the 6 arms which remained detached to allow access to the ribs) it was fairly enjoyable with lots of little stages that could be completed independant of each other, not like a tank which sometimes feel like a single solid mass of colour.  Main bits I’m happy with are the white edgings of the containment spines, my first attempt at an internal light source and it gives a nice effect, though not as stark as it needs to be to be effective. 

The tail also has the toxin sacs (something the creature is unlikley to be equipped with again after rereading the rules on these) are scorpion green washed thraka green, highlighted sorpion and washed white on the highlight edges before a final thraka wash at the recesses. 

thats about it for the model.  The bone effect was tausept ochre, drybresh (heavy) deneb stone, washed ogre flesh, light drybrush of deneb stone, edge highlight of kommando khaki and final extreme highlight of skull white.

Let me know thoughts comments and oppinions before I start the second.

In other news.  The games website www.gateway-games.co.uk is pretty much up and running now with all the games available online.  Enjoy

The long Twilight Struggle

Historical events brought to life in Twilight Struggle

After a revamp (which is still going on so apologies for any disruption) we have some great new games available.  The Twilight Struggle is available now at £38.50 with free delivery anywhere to UK mainland.

A great game that is quick to learn it recreates the cold war struggles between the US and USSR with real events (and background historical details for each card) occurring as cards that determine the course of play.  Play revolves around choosing between expanding your influence through coups or directly supporting nations or alternatively by creating events for your opponent to deal with or that promote your cause.  The main challenge comes from defusing these events whilst trying to gain a foothold and expand your influence in regions around the world.

initially quick to pick up tactics become deeper and more involved as players get better used to the events which cn occur and their options for dealing with them but with great variety to be gained by combining events in new ways as they emerge from the draw deck.

Coming soon is the Warhammer 40k game Death Angel – a cooperative card game based on the classic Space Hulk board game.  retaining all of the atmosphere (not to mention the challenge!) Death Angel pits the players squad of Adeptus Astartes against the ravening hordes of Tyranid Genestealers in the tight confines of a derelict Space Hulk.  Fast, furious and incredibly challenging it’s not a game for the faint of heart!

With more games added each week be sure to check back and get in contact if you have any suggestions for games you’d like to see here in the future.

>Termagants and their uses

>As I’m spending so many hours painting them I thought I’d indulge in a post about the uses of the humble Termagant.  That said this isn’t a codex review or full review of the unit and their options (there are many fine ones about such as here) but rather a discussion piece on how I use them and their role in my force.

Termagants are cheap, at 5 points a model a sizeable unit can weigh in at around 100pts.  That said they are also one of the worst units in the game (in their basic form).  No real armour, a stat line that defines the average (in an imperial guard barracks anyway) and a bolt pistol.  Thrown in their lacklustre leadership and special rule that means they’ll sit and drool unless watched over by a synapse and they really aren’t anything to write home about.

The key there though is ‘watched over by a synapse’.  Once within 12″ they gain fearless and their main role in my force comes out.  They are an excellent charge blocker, able to soak up a good 8 wounds before having to worry and sure they aren’t likely to cause much damage back (more on this later) but they’ll stick around and hold the opponent in close combat for a devastating counter charge.  As units locked in close combat don’t gain benefits of cover when subsequently assaulted this can be a useful way of shielding a valuable unit and then ‘revealing it’ as the termagants start to die ready for a counter charge.

But who says termagants can’t cause damage?  The real strength of the termagants is their ability to allow a tervigon to slip into the troop choice.  Suddenly all of a termagants drawbacks melt away whilst this MC sits within 6″.  With counterattack and toxin sacs the termagant can suddenly hope to not only tar pit but cause some damage to an assaulting unit, just make sure its within 6″ AFTER combat moves.

To guarantee this deploy the termagant blob (about 12-15 models) where you want them.  Then form a conga coherency line back and even behind the tervigon.  If the unit is assaulted and pulled forward 6″ then the rear elements of the line should still be within the crucial 6″ to confer the goodies to the tervigon.  Looks like the tervigon might go down this shooting phase?  If possible remove the conga line and cut the 6″ link to save some models for when it finally bites it.

Able to generate troops choices and sit happily outside of combat feeding I5, Str4 poisoned termagants into an ongoing fight makes the termagant/tervigon relationship one of the standout features of the current Nids dex.  It won’t suit every force and due to the points cost will define a great deal about how the army will function but for the commander after a scuttling swarm Nids army, its perfect. 

That said a danger is relying too heavily on the trick.  Termagants and tervigons are ways of turning a poor unit into a mediocre unit but one highly dependent on a model that can be brought down in a single turn of focused fire.  More of a good thing is not necessarily better.  100 rubbish troops on the field isn’t going to get you much further than 60 rubbish troops and their role as a delay and block doesn’t work if you have nothing hard hitting to take advantage of the gap.

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