This was Adepticon’s 7th year, and my 6th year attending (I missed 2005, after moving to California). STILL the best tournament I’ve ever attended, and run by some of the most capable organizers and players in the country. Hat’s off to everyone involved!
Travel was pleasantly uneventful this year. United was paying for my ticket, after delaying my trip home last year, which made it fairly simple to pick a flight. Some minor delays in San Francisco (high winds were preventing the
catering truck from elevating to outfit the plane; eventually, the crew hand-carried about 6 cases of drinks onboard), so arrived in Chicago at about 11:45
PM; it was a little after 1:00
AM on Friday by the time I go to the hotel. Caught up with the rest of Dakka Detachment 1, and learned that even expensive noise-cancellation headphones are no match for the sonic attacks of a snoring roommate. Next year: $2 earplugs.
The first event, for me, was the Gladiator. I have something of a love-hate relationship with the Gladiator: most years go fairly poorly, and the one year where I was actually in contention, Centurian99 jinxed my dice quite effectively, preventing me from rolling Siren even once on 12d6. I skipped it last year, in favor of
WHFB Devestation. This year, I decided to return to
40k, as it provides an excellent warm-up before the team tournament on Saturday.
Besides, I had bought a new toy.
My list:
Eldar:
Eldrad
Prince Yriel
10 Dire Avengers, Exarch w/2 cats, Defend, Bladestorm
--Wave Serpent, Bright Lance & Spirit Stones
10 Dire Avengers, Exarch w/2 cats, Defend, Bladestorm
--Wave Serpent, Bright Lance & Spirit Stones
10 Storm Guardians, 2 Fusion Guns, Warlock w/Spear & Embolden
--Wave Serpent, Scatter Laser & Spirit Stones
3 Guardian Jetbikes, 1 Shuricannon, Warlock w/Embolden
Fire Prism, Shuricannon
Fire Prism, Shuricannon
Cobra w/Bright Lance
I loved the Cobra model, and this provided the necessary excuse to procure one.
One of the sad truths about this army: it attracts, by far, the most positive painting comments of anything I’ve ever painted. It does this in spite of being incomplete, and in spite of requiring one-tenth the effort of anything else. Pretty metallic airbrushing nets positive results, I guess.
Round 1:
My first round finds me paired up against Neil Cauley and his orks. I seem to have misplaced Neil’s exact list, but it goes a little like this:
Big Mek w/
KFF
Warboss on Bike
7x Nob Biker Buddies
7x Nob Bikers
Unit of Grots (smallish)
Unit of Grots (smallish)
Unit of Burna Boyz (small)
Killa Kan
Killa Kan
Goff Stompa
For those not aware, the Goff Stompa is cheap (450 pts), carries 30 models, and has a 12” move/12” assault. Minor guns. I may have left something out; not everything disembarked from the Goff Stompa during our game.
The mission:
Old
RTT-style diagonal deployment zones, Night Fight all game. (Someday, the Eldar will discover headlight technology, and then the universe is DOOMED!)
Objectives:
Primary: Control the Battlefield (center of the board objective, have to have a scoring unit w/in 3” of it unopposed for a full player turn).
Secondary: Victory Points, 225 pt margin
Tertiary: Kill the enemy commander
Bonuses for being in the enemy deployment zone, and holding terrain.
From the Primer missions, I had expected a mission like this. I even had a plan – go first, park skimmers all around the center, and snag a quick point or two. Unfortunately, my plan hit a snag quick – I didn’t get to go first. (The stompa holds the Big Mek, 2 Kans, a small Grot unit, and the burna boyz.)
And then a Stompa with Grots on board walked onto the objective, and I knew it was going to be one of
those games.
Neil boosted the bikes out to the flanks.
My turn 1, and the only thing I do right is to move an (empty) wave serpent up to w/in 3” of the objective, to prevent him from snagging a Primary point. Yriel, for some reason, decides to charge the Nobs w/Warboss, and dies for his efforts. I keep everything nicely clustered to let him charge a WHOLE BUNCH of stuff next turn.
And he does:
After resolution, I lose the Wave Serpent on the objective (to a charging Killa Kan), the dismounted the Dire Avengers (who formerly hung out with Yriel in the Wave Serpent), the Wave Serpent belonging to the OTHER Dire Avengers, AND a Fire Prism. Some very nice 6’s to hit rolling by Neil and his power klaws.
My turn 2 sees the Storm Guardian’s wave serpent moving up to contest (Stormies on board), and my surviving Dire Avengers bladestorming some nob bikers, with an assist from the Cobra. Killed 3 or 4 of them, and they actually broke (out of range of the Stompa). (Of course, they fled directly back into range of the Stompa, and so regrouped the following turn.) No other shooting of significance.
Turn 3: the broken Nobs auto-rally, and take their 3” consolidation. A second Killa Kan pops out of the Stompa, along with the grots – the Stompa wants to chase the Cobra. The Storm Guardian’s wave serpent is destroyed in
HtH, and Neil is reminded of how emergency disembarkation works – the Guardians & Eldrad evacuate through the forward hull, no casualties. The Stompa rolls a single hit against the Cobra…which is negated by the Titan Holofields.
My turn 3: The Cobra puts a “drive damaged” hit on the Stompa, which is a small help. I’ve got one shot at glory here – the Guardians & Eldrad spread out to shoot the Nobs & multicharge the Nobs and Grots. A fusion gun puts down a Nob, and the Grots are largely wiped out, with the remnants fleeing…but the Nobs make their modified leadership roll, and hang out. Oh well. (I think my Jetbikes come in this turn; they play no significant part in the game.)
Turn 4: The Stompa turns around. The Nobs over on the left turn kombi-skorchas on my last unit of Dire Avengers, who oblige Neil by dying to a man. The Stompa, 2 Killa Kans, and the remaining Nob bikers pile it on, and kill the last Guardian or two, plus the accompanying Warlock. Eldrad hangs around.
My turn 4: Nothing significant happens. Eldrad still hangs around.
Turn 5: The Stompa gets bored with Eldrad, and wanders off, in search of my last living Fire Prism. Eldrad hangs around. (Bad things happen to my Jetbikes, courtesy of the last couple other Nob Bikers.)
My turn 5: Eldrad’s guard slips, and he takes a powerklaw to the face. The Nobs consolidate to w/in 3” of the primary objective…
…but the game ends on turn 5, denying Neil the primary.
He takes the secondary & tertiary, plus both tactical points. He played well, and made no mistakes sufficient to let me sneak anything in there. And it never hurts to have an assault-oriented superheavy sitting on the objective, right?
Yriel’s death was a mistake, which brought the Nobs into multicharge range on turn 2. Otherwise, barring some catastrophic superheavy explosions, I didn’t expect to win this one, once I lost first turn. Neil was much to canny to leave the objective exposed.
But it was a tremendously fun game – the center objective forced us into conflict, and denied me the effective (but not fun) tactic of just dancing around at extreme ranges. Night Fight contributed to that a few times, as well.