Another year, and another Adepticon has come to an end. As always, I am amazed at how well the Adepticon folks run this event - any "professional" event-planning group would be thrilled to have an event run half so smoothly! Kudos to the Adepticon staff for putting together the best possible event for us to play toy soldiers at.
As is becoming custom for DD1, we argued over email for months before deciding on an army. As is also customary, we chose an army that 3/4 of the team has zero experience with. This year: Kan-wall orks!
Here's how it broke out:
Centurian99 (Extra Fast Attack selection)
Big Mek w/
KFF & Grot oiler
15 Lootas
20 Boyz w/Shootas, 2x Big shootas, Nob w/
PK 20 Boyz w/Shootas, 2x Big shootas, Nob w/
PK Deff Dread w/2x Big Shootas
Deff Kopta w/Buzzsaw & rokkits
Deff Kopta w/rokkits
3 Kans w/Grotzookas
Yakface (Extra Heavy Support selection)
Big Mek w/
KFF 15 Lootas
25 Boyz w/Shootas, 2x Big shootas, Nob w/
PK 18 Grots w/runtherd
Deff Dread w/2x Big Shootas
Deff Kopta w/big shootas & rokkits
3 Kans w/Grotzookas
3 Kans w/Grotzookas
Blackmoor (Extra Elite selection)
Big Mek w/
KFF 15 Lootas
Snikrot w/9 Kommando buddies
23 Boyz w/Shootas, 2x Big shootas, Nob w/
PK 19 Grots w/runtherd
Deff Dread w/2x Big Shootas
3 Kans w/Grotzookas
Janthkin (Normal Force Org)
Big Mek w/
KFF & Grot oiler
15 Lootas
20 Boyz w/Shootas, 2x Big shootas, Nob w/
PK 20 Boyz w/Shootas, 2x Big shootas, Nob w/
PK Deff Dread w/2x Big Shootas
2x Deff Koptas, 1 w/Buzzsaw & rokkits, 1 w/rokkits
3 Kans w/Grotzookas
Our armies were almost completely painted by Centurian99, in about 10 days. That's a disturbing amount of greenskins.
Unfortunately, while I got the names of the people we played, I didn't always get team names. Any help the readers can provide would be welcome!
Round 1:
Scenario 1: Vital Delivery versus the Rusty Scabbard Pitched battle deployment.
Special Rule: Assign command counters to units; while a command counter unit is in your deployment zone, get automatic wounds on units that arrive in your deployment zone by unconventional means (e.g., outflanking, deep-striking, etc.).
Primary objective: hold the center (have a scoring unit w/in 3" of the center, while keeping all enemy forces out); Secondary: deliver vital equipment (assign vital equipment counters to scoring units before deployment; team w/the most vital equipment units wholly within the enemy deployment zone wins); Tertiary: Victory points (win by at least 200). Bonuses: +2 for destroying both enemy units w/Vital Equipment; +2 for having a Command Counter unit in your deployment zone; +1 for having a
HQ w/in 3" of the table center.
For this mission, I was paired with Blackmoor, which meant we were bringing Snikrot to the party. Our opponents were a mixed coaltion: Mike (Black Templars) & Daniel (
IG).
BT: Marshal w/Iron Halo; Emperor's Champion; 10 Initiates w/meltagun & Power Fist in a Rhino; 9 Initiates w/meltagun & Power Fist in a Rhino; 9 Initiates w/meltagun & Power Fist in a Rhino.
IG: Company Command Squad (Standard, 3x plasma guns), in a Chimera; Sly Marbo; Platoon Command; Squad (Flamer); Squad (Melta); Squad (Melta); Platoon Command; Squad (Melta); Squad (Melta); Squad (Melta); Russ (
HB); Demolisher (Las).
The board was desert-like - a couple hills, a couple pieces of area terrain, and a couple buildings (treated as ruins); the center of the board looked to be in the middle building.
Blackmoor and I won the roll for first turn, and took it.
Deployment:

My lootas got to sprawl across a building; Blackmoor's deployed in the (semi-)open. We gave his lootas a Command Counter, to entice Marbo to try for them. Otherwise, pretty straightforward deployment - kans & dreads together, near the Big Meks, and swarms of boyz around them. Snikrot and my Deff Koptas were in Reserve, with the Koptas out-flanking. Our Vital Equipment was being carried by the more central of my Boyz, and Blackmoor's Boyz.

Fairly wide deployment by our opponents, with the
BTs (I'm guessing) intended as counter-assault. The
EC was in the rhino closest to the camera; the Marshal was in the rhino in the middle, and the full
BT squad was in a rhino you'll rarely see in my pictures, way on the far (top) side of the battlefield.
Turn 1:

We move forward! Not much else happens. Blackmoor's Lootas might have damaged a Rhino here.
Nothing significant from our opponents, either -
KFFs keep most of the damage to our walkers minimal. I think I might have lost a weapon off a kan.
Turn 2:

Both Snikrot and the Koptas arrive. We gamble, and bring them on in their deployment zone. My Koptas take 3 wounds, and save 2 - 1 wound taken, no morale test required, and lined up on the Demolisher's rear armor. Snikrot and friends take 6 wounds, fail 5 saves, and promptly break. But at least they'll shoot on their way through....
More moving forward. Shooting killed the Demolisher (explosion, 1 dead Guardsmen; crater shown by a black cloth bag), while the Lootas dismounted two Templar squads, the
EC's squad on my half of the table and the Marshal's in the middle. Shooting from the Boyz and Kans and Dreads killed off most of the giant
IG blob squad in the forest (5 living models, but including a couple meltas). Snikrot's burnas do all of 1 wound.

Their turn 2: some movement. Shooting results in one dead Kan and one dead Deffkopta (1 wound left), plus some miscellaneous dead boyz from the exploding Kan.
Turn 3:

At last! We get to see what charging kans can do!
My middle squad hunkered down on the building in the middle, and shooting from Shootas cleared off a squad of
IG from around the Chimera, as well as killing about 5 Templars from the Marshal's squad. The Templars break, and fall forward. Blackmoor's grots are in his own way, though, so nothing we're willing to risk will be assaulting them. His Dread assaults and kills the other Russ, while my Deffkopta goes into a Platoon Command squad behind the trees. And my Kans and Boyz dual-assault into the last 5 Guardsmen, plus another squad around the Chimera....
My glorious kans...eat krak grenades. One of them is immobilized/slain; the other loses both weapons arms. (I think there was a small mistake as this point. Looking at the list now, I see that only his Platoon Command &
CCS squads have Krak grenades, meaning my Kans were safe. Oops.) The remnants of the blob are slain, and the normal squad falls back. The Deffkopta kills 1, and the other
PCS holds.

Their turn 3. The broken squad Gets Back In The Fight, and the Chimera immobilizes my last heavily-damaged kan. The previously-broken squad then assault it, but don't blow it up yet. The Marshall's small squad decides to assault my Boyz on the middle building, at which point we realize that
BTs don't get Frag grenades for free; they all die. The
EC's
BTs try to charge my advanced Boyz, but fall short. The full Templar squad way out on the right flank assaults Blackmoor's Dread, and fail to kill it. The last almost-full
IG squad, over by the crater that used to be the Demolisher, assaults my Deffkopta to try and save that
PCS.
At this point, I stopped taking pictures - time was becoming more important.
Turn 4: We call the WAAAGH!!! My somewhat-diminished Boyz squad over on the left flank assaults the
EC's squad, lose horribly, and die. Loota Shooting puts an end to the Chimera. The Orks and Dreadnought wipe that
BT squad out. Blackmoor's grots begin to move to the middle, while his Boyz charge in to "save" his Dread from the
BT. My Kan dies to (apparently-fictional) krak grenades, hitting on 3's via
WS.
Their turn 4: Not a lot left over there. The last
BT squad moves towards the middle, but can't make it to assault with the Boyz & Big Mek parked on top of the central building.
Our turn 5: Some movement sees Blackmoor's boyz (with the Vital Equipment) make it completely into their deployment zone. Some shooting & assaulting puts an end to the
IG CCS. Shooting kills off all the
BTs except the Emperor's Champ, who fails morale and starts running away.
Crucially, during our turn, the 15 minute warning is called. For the first time ever, the announcement is
not "Don't start another turn if you can't both finish," but instead "Don't start another turn."
Turn 5: The
EC runs a little further away, the remnants of the last
IG squad (Kan slayers that they are) move up towards the middle a bit...and Sly Marbo finally appears. Right on the middle of the building, more or less. His demo charge kills a couple orkz and grotz, but nothing significant.
Now there are 10 minutes left. The Scenario calls for at least 6 turns. Our opponents have literally 5 living models (Sly, 3 Guardsmen, and the broken
EC), and our turn would take perhaps 2 minutes to complete. But they refuse to let us start one.
The game ends with a draw on Primary, us winning both Secondary and Tertiary and claiming all bonuses, for a total of 22 Battle Points.
While I am mildly irked by our opponents' refusal, I reserve my more significant annoyance for whomever changed the phrasing of the 15 minute warning. Yes, we probably could have played a little faster (although, given that this was the first game with Orkz both Blackmoor & I have ever played, I thought we were doing pretty good), but if you're advertising the rounds as being 2:30 in length, then shouldn't we be able to play for all 2:30 of that, provided both sides have the same number of turns?