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Made in us
Fresh-Faced New User




2010 was my first year at adepticon, I had a lot of fun. The first game was close but my teammate and I managed to pull through at the last moment. The second game was Lucky dice on our side and not so lucky dice on theirs. The last two games started off great until it seemed my land raider got popped, once that happened it seem to all go down hill form there.

First here is my list

HQ- Pedro Kantor
Elite- Dreadnought TL lascannon
Troop- 9+1 Sergent missile, melta, chainsword Rhino
Troop- 9+1 Sergent missile, melta, chainsword melta bomb, razorback
Heavy- Landraider PMSB

My over all strat was to have pedro and a 10 in the Land raider, but sometimes that changed depending on if I needed to split up the group for caping objectives. I also figured that they would go after my LR and that its job was to get troops up into battle and to also soak shots so others wouldnt. I would also run cover with my razorback and rhino around the LR to give it a cover or just pop smoke on the LR.

I know there is no way to avoid the lucky shots, or the unlucky rolls. Now looking back on the issue I dont think I had a good plan of action after my LR got popped and thats why I lost momentum. The other problem was my use of pedro, sometimes He was hot, and sometimes he gets squished way to easily. Let me know what you think, I will probably post more later when I have some more time on what I think I could have also done. But I do have to say I played against a lot of awesome and fun people.

Thanks to Invasion of Isstan V, and Team Bonzia, for the help and lots of fun guys.
   
Made in us
Fixture of Dakka






San Jose, CA

mastergrue wrote:2010 was my first year at adepticon, I had a lot of fun. The first game was close but my teammate and I managed to pull through at the last moment. The second game was Lucky dice on our side and not so lucky dice on theirs. The last two games started off great until it seemed my land raider got popped, once that happened it seem to all go down hill form there.


Glad you went, and glad you had fun!

I could offer you advice, but Yakface already covered it all, so I'll just quote him:

yakface wrote:My advice, should you care to read it, regarding the Team Tournament would be as follows:

1) When constructing your armies, don't ever look at individual armies separately, since you'll never be playing the armies by themselves. Instead, always look at them as six separate 2,000 point armies. Print out a listing of all six combinations and then think about tactics and where you're strong and weak with each FULL 2,000 point army. Try to figure out which ones are weak, which ones are strong and which enemy army types you'll fear or look forward to with each coalition and try to come up with some basic tactics of how you want each coalition to face each particular type of feared enemy army.

2) You should pick a 'team captain' ahead of time and let that person be the 'tie-breaker' for any split team decisions...with the biggest team decision being the 4th round where you get pick which coalition of players you want to use. But even before that, if you have one player who has more experience with the army or playing in a team tournament, its never a bad idea to have that person be the 'captain' and let them come up with some basic gameplan of you want to try to approach certain enemy armies and then try to stick to that gameplan whenever possible.

A good example was last year, when we played Daemons, but Centurian99, by far had the most experience with the army (and I had never even played with them before and only played one game against them). Centurian99 has always been our 'captain' in general, but especially last year I even asked him to write down a list of basic strategies...how we should split up our Daemon cohorts, when we should go first or 2nd, what order we should deep strike which units against which enemy army types, etc, etc, etc.

Personally, this was amazing for me because anytime I would have a question about what I should do in a situation, if we had already discussed that situation ahead of time in our 'gameplan' then I knew to just fall back on that decision. So in the middle of a game, if one of my units could either get right in the face of the enemy army or sit back and hold an objective and both seemed like potentially the right choice, I'd always take a second and think about our gameplan and if that shed any light on the situation I'd go with the pre-game idea.

3) NEVER think of a coalition as MY army and MY PARTNER'S army. They are ONE 2,000 point army in the game and don't ever forget it for a second. If you rigidly stick to always moving and shooting your own units on 'your side' of the table why your partner plays with his army on 'his side' of the table you're probably going to lose.

Your units should always be integrated together in any way that gives you a tactical advantage. And if you find that it is easier to essentially 'give control' of one of your units over to your partner (because it is on his side of the table), then DO IT. If your psyker battle squad (for example) would best be utilized supporting your teammates Leman Russes, then that's where it should be on the table, even if that's over on 'his side' of the table.

4) You are a TEAM, not players playing together. That means you should always be asking your partner their opinion on where to move a unit if you're not entirely sure. And even if you think you are entirely sure, you might totally be missing something obvious and if you don't ask them before you move the unit suddenly a turn later your teammate will look over and say 'why the heck didn't you move over HERE?'

I know when I'm playing, I'm constantly asking my partner if they think what I'm planning to do with a unit is the best idea. And I'm constantly trying to tell them what I think my overall strategy is, so we can counter-point each other and make sure we're making the best decisions overall as a team.

5) Remember the mission objectives! Adepticon always has missions with several tiered objectives and it can be a struggle to remember all of them throughout the game, especially with the added hubbub of dealing with a teammate and the time pressures of a tournament. While you should have a basic pre-game gameplan of how you want to use each of your coalitions vs. different types of enemy armies, obviously in the midst of the game you need to keep an eye on the objectives if you want to do well overall. And if you do try to keep the objectives in mind, it is all too easy to pay attention to only the 'primary' objective and lose sight of capturing the secondary and tertiary objectives (or vice-versa).

So, as with any tournament game you should try to re-check the mission objectives as often as possible and *especially* about halfway through the game, so you have enough time to still change gears and go for the objectives. And by 'halfway' through the game, I mean TIME-wise for the round, because if you aren't going to finish all your turns due to time concerns then you need to factor that into your objective plans. But unlike 1-player tournaments, every time you re-check the mission objectives to refresh yourself you should then quietly point them out to your partner again, as he may have forgotten them as well. It never hurts to whisper to him, "hey remember we need to hold as many hills as possible, so how about you start to move your units forward so we can get that hill in the last turn?"

6) On the topic of tiered mission objectives, don't ever get down mid-game if you realize you won't be able to accomplish the 'primary' objective. While it may be called the 'primary' objective and it is worth the most points, if you still manage to capture the secondary and tertiary objectives you'll find that your team overall is still doing fine in the tournament, especially if your teammates on the other table did well in their game.

This is especially true if you have a choice to make between essentially going for a crazy gamble for the primary objective that could result in you losing everything or 'playing it safe' and going for a sure thing of the secondary and tertiary objectives. That's the great thing about Adepticon missions...they reward players/teams that really focus on all aspects of the game. If you don't get flustered and let everything slip away you can almost always walk away with a good chunk of points from each game and at the end of the day those all add up.

7) Learn each others' playing styles. This one may take a while to get, you'd probably all have to play again next year with each other to really 'get it', but it can really help to learn how each player on your team tends to play 40K so you can understand the synergy of each team. For example, on our team, Centurian99 always plays a very aggressive balls-out style that works for him. He takes big risks that usually work out for him. On the other hand, Blackmoor always favors a very measured approach, never taking a risk unless he absolutely has to. Whereas Janthkin and I are definitely in between the two. So when you're playing with a teammate, if you know their style is radically different from yours, you have to make sure (going back to point #4) that your coalition as a WHOLE is functioning with one gameplan.

If Centurian99 is playing with Blackmoor, and Centurian99 is moving his units aggressively while Blackmoor is playing very conservatively with his units, then their halves of the coalition have a really good chance of ending up not in a position to support each other and the game will be lost.

So by knowing each others' tendencies and using good communication, if Centurian99 thinks the best idea is to make a full-on assault and Blackmoor thinks the best approach is to sit back in cover then they need to discuss this, come to a conclusion and then move the entire coalition together under the agreed plan of attack.


Okay, I'll add a few words:
1) Some mission objectives are almost always part of the team tournament - Team Cleanse (one scoring unit from EACH of the team's armies in the same table quarter to claim, one unit from EACH of the team's armies in the same table quarter to contest) is classic, and Marked for Death (only one of the two armies counts for KPs) is fast becoming so. They shouldn't catch you by surprise, and they should be part of your team's army construction discussion.

2) Mobility is ALWAYS important in TT play.

This message was edited 2 times. Last update was at 2010/03/30 17:34:45


Quis Custodiet Ipsos Custodes? 
   
Made in us
Fresh-Faced New User




Thanks, Ill go over this, and hope it does help
   
 
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