Showing posts with label Adepticon. Show all posts
Showing posts with label Adepticon. Show all posts

Friday, June 13, 2014

Adepticon - Wrap-Up

Ah man, this year was a blast.  I actually think this was the best Adepticon I’ve been to yet.  Both in terms of how I did (for sure the best), but also in terms of the actual enjoyment of the event.  Good food, good company and the ability to see the people I’ve met over the years.  I hope that they manage to expand the event so that we can all learn the full potential of the event.

Next year I’m going to have to remember to go back to the Brazilian restaurant that I went to Sunday night.  Expensive, but amazing.

I left the end of the weekend thinking that my list was perfect the way it was.  I’ll probably switch it up for SAWS (and by the time this posts its probably after SAWS), but that is due to the comp system.  Because I’m missing QCR this year (most likely), besides SAWS I may not play this list again until North Star.  Going to have to make sure I get some practice games in so that I don’t lose my touch.  After a year and a half of playing Dark Elves I feel that my skill with them is starting to approach where I was with Skaven in 2012.


My final Standings:
1kAM                   2/38                   Best General
1kPM                   4/26
Team                   10/119                   Best Good/Evil Alliance
Warhammer Championship                   15/146

Final Record for the weekend was 12-1-1

Even if I felt the desire, I don’t think there is any way I could complain about my performance during the weekend.  Except of course for my failure to read the missions carefully.


Dark Elves – 11W/0L/1D
Empire – 2W/1L/0D
High Elves– 4W/1L/1D

Singles – 14W/2L/2D
Doubles – 3W/0L/0D


Overall – 17W/2L/2D

Tuesday, June 10, 2014

Adepticon – Warhammer Championships– Round 5 – Rick Replogle – Dark Elves

Rick and I were the top dark elf players, but there was one of table 5, so one of us needed a big win still to ensure that we kept our top of race prize.  To not get a big win would be to allow Mike to jump us should he win.

Terrain:  All forests are mysterious.

Due to the not full point win I find myself again on table 4, with that stupid terrain piece.  Rick and I talk and come to the same conclusion as my last game – move through but not stop on pillars.

Deployment: Battleline

Bonus Points
+3 for having the most fortitude within 12” of the center of the table

(Plus 3 Points for Terrain)


The List
Dreadlord, repeater crossbow, heavy armor, sea dragon cloak, shield, dark steed, ogre blade, talisman of preservation, other trickster’s shard
Supreme Sorceress, level 4, lore of dark magic, dark steed, dispel scroll, talisman of endurance

Master, BSB, lance, repeater crossbow, sea dragon cloak, shield, dark Pegasus, cloak of twilight
Death Hag, sword of anti-heroes

12 Witch Elves, musician banner, banner of eternal flame
5 Dark Riders, musician, repeater crossbows, shield
5 Dark Riders, musician, repeater crossbows, shield
10 Dark Riders, full command, repeater crossbows, shield

24 Executioners, full command, gleaming pennant
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower

5 Doomfire Warlocks
5 Doomfire Warlocks


This is a beastly list.  4 bolt throwers and 20 dark riders made for a good chance of matching my shooting (3 bolt throwers and 24 dark riders).  In addition, my fighty characters couldn’t be relied upon to take out the executioners with their killing blow.


Magic
I rolled caress and spirit leech along with searing doom.

Rick took Power of Darkness, Word of Pain, Bladewind and Black Horror on his dark caster.


Deployment
With the exception a single unit of dark riders on the right flank, Rick put his entire army in the left corner, with the blocks more towards center.  He put the bolt throwers across the back edge, many behind the hill.  There was one that I thought couldn’t see and I couldn’t get Rick to actually get down and look, true line of sight style.  Eventually I had to go around and check myself to get it done.  Based on the cross bar it shouldn’t have been able to shoot over the hill, but I just made him give hard cover.

I spread out on the right flank, so that I could make him spread his blocks apart.  I left my fighty bunker on the left side to give him something to think about as the bulk of my army came through his deployment zone.

I vanguarded strong, limiting his options.  I put my bunker behind the hill for protection, took the left edge and swarmed the right side of the board.  He squeaked up on the right and held on the left.


I got the first turn, which I think was critical as it would give me first strike against his shooting.




Turn 1 – Dark Elves (Me)
With everything vanguarding, I didn’t have any charges to make.  Having an entire army that vanguards is awesome by the way.

I moved on the right to claim the half of the table.

My magic didn’t start out well with an 8/9 magic phase.  I got a 3D irresistible soul blight on some dark riders.  A 2D soul blight went on a warlock unit and a 3D caress was dispelled.


With my magic having set up for a good shooting, I opened fire but only managed to kill 3 dark riders and 1 warlock for a very disappointing shooting phase that basically negated my advantage.




Turn 1 – Dark Elves (Rick)
Rick moved to try to counter me with his shooting.

A 6/4 magic phase had me dispelling a 2D word of pain on my bunker.  A 2D soulblight goes on my bunker and a 1D PoD to pick up more dice fails.


He then opens fire and kills dark riders off each unit.  I fail 1 panic test.  I lose 1 doom fire warlock on the bunker unit.




Turn 2 – Dark Elves (Me)
I charge the bolt thrower on the right.  The dark rider unit gets a flank charge on a unit of warlocks, which I don’t think Rick saw me doing.

A 7/5 magic phase starts with Rick dispelling a 2D caress at a bolt thrower.  A 2D spirit leech kills a bolt thrower.  A 3D doom bold fails.

I kill the last of the right flank dark riders and a witch.


I kill the bolt thrower in combat, leaving him with 2.  My dark riders kill 3 locks and lose 1 and I clean up the unit and move past the counter charge.




Turn 2 – Dark Elves (Rick)
Witches charge a unit of dark riders, which don’t do anything on the stand and shoot.

A 7/4 magic phase starts with a fail 3D doom bolt.  A 2D Word of Pain onto the dark rides in combat is allowed, making them WS1.  I dispel the 2D power of darkness.

I lose a dark rider unit to shooting, and the part of the second in combat, though I kill 3 witches.



Turn 3 – Dark Elves (Me)
My bunker unit rears the witch unit.

A 6/6 magic phase has me failing to cast a large doom bolt.

My bolt throwers kill his solo BSB and 3 warlocks.  I also kill a dark rider.


I kill the witches but only lose 2 dark riders preventing the warlock bunker from over running out of range of the executioners.



Turn 3 – Dark Elves (Rick)
The executioners counter charge the bunker.  They lose 3 to the stand and shoot and make it in.

A 5/4 magic phase contains an irresistible word of pain, on my bunker, but I get lucky and it only drops WS/BS/S/I by 1.  Nothing comes from the miscast though.


Shooting kills dark riders.  The Hag and my extra dread lord go into combat and kill each other off.  I kill 8 executioners and he passes his steadfast.



Turn 4 – Dark Elves (Me)
My warlocks charge the bolt thrower.

A 6/4 magic phase has me trying to snipe the last bolt thrower from my first combat but the first spell is dispelled and I draw the scroll.


I kill the bolt thrower and run off the table.  I lose 2 warlocks and kill 7 executioners which then break and get run down.



Turn 4 – Dark Elves (Rick)
Moving to counter only.

An 8/6 magic phase magic phase has a 2D word of pain on the fighting bunker for -2 WS/BS being allowed.  I then dispel a 2D soul blight on same.  A 3D doom bolt fails.  My dispel scroll was off the table, so I got lucky.

Shooting kills 2 doom fire warlocks.



Game could have ended right here.  I would have had a win with full points.  It continued.




Turn 5 – Dark Elves (Me)
Caster bunker comes back on and moves to try to take out last bolt thrower.

A 9/6 magic phase has me casting 3 spells with 3D each.  Caress at the BT is dispelled, doom bolt at the warlocks is dispelled.  Spirit leech on the bolt thrower only does 1 wound (which is lucky as he was 2LD higher than me).


My shooting is ineffective.  In my movement I have hidden my last fortitude in the center area which limits my shooting and abandons my casters in case the game ends.



Turn 5 – Dark Elves (Rick)
Moves to try to catch the caster bunker.

A 5/3 magic phase has a 4D irresistible soul blight on the wizard bunker.  He loses 1 doom fire warlock.  A 1D power of darkness fails.



Again, at this point I’m winning at full points but the game doesn’t end.



Turn 6 – Dark Elves (Me)
I still can’t move, but try to take out that bolt thrower.  He had blocked my ability to charge it.

A 7/6 magic phase has a 4D soulblight going on the dark riders and him dispelling the caress at the bolt thrower.

In shooting I put a wound on his wizard.

Turn 6 – Dark Elves (Rick)
He leaps his bunker over to the center.  Theoretically this is the right play, as if he can panic one of my units he can claim the bonus points.  The 3 model dark rider unit was at long range and -2 for hard cover.  The general’s bunker had enough 1+ armor saves to make enough to even cause a panic test unlikely.  Even then I would be at leadership 10.

A 5/5 magic phase had a 2D soulblight dispelled.  A 2D word of pain is likewise dispelled and the last 1D power of darkness is scrolled.

The bolt thrower kills my wizard.


The game automatically ends on turn 6 with a draw and no one getting the bonus points.  Very disappointing as killing that bolt thrower would have either saved my wizard or saved the three bonus points as the dark riders would have had to choose who to deal with.  If he hadn’t killed the wizard I would have picked up the win as well.  Just a few turns of disappointing dice.  Rick played a good game, and I think I did as well.

Saturday, June 7, 2014

Adepticon – Warhammer Championships– Round 4 – Eric Bemus – Daemons of Chaos

Terrain:  All forests are mysterious.

I find myself again on table 4 (yay for me on table 4, round 4 of singles) with that nasty piece of terrain.  Eric and I talk, I explain what we did last time and the various options I see for the piece.  Eric agrees that the piece is one that can be moved through, and the columns can’t be stopped on, but that it doesn’t impede normal movement.  A much more reasonable interpretation.

At the end of the doubles event, one of the TOs had asked me what I thought of the event and I had complained about this terrain feature.  After this game I would again complain, but this time to the head TO.  He told me he knew it was horrible when it was taken out of the box, but it was on a sponsored table and there hadn’t been a piece to replace it with.  We agreed it was probably a great 40k piece, where terrain is more lose, but a horrible fantasy piece.

Deployment: Dawn Attack

Special Rules
Each general starts with a magic item, Claw of the Plaguelord.  Bound Power Level 4, ignores all irresistible force results (will still cast normally).  Spell has 14” range, and target unit takes D6 T tests or wound without armor save.  If you kill opponent’s general, your spell instead has 21” range and does D6+3 T tests.

Bonus Points
+2 Points for killing general (not fleeing off table) and keeping your general alive
+1 point for successfully casting bound spell
(Plus 3 Points for Terrain)

The List
Great Unclean One, level 4 wizard, lore of death

Epidemius
Hearld of Nurgle, BSB, less locus of virulence

28 Plaguebearers, Musician, banner, banner of swiftness
15 Plaguebearers, musician, banner

4 Beasts of Nurgle
2 Beasts of Nurgle
2 Beasts of Nurgle

3 Plague Drones, poison, banner, banner of eternal flame
Skill Cannon
Skill Cannon


Now this is a nasty nurgle wall.  Everything the last one was but more beasts (by 2 and split into more units), 3 drones and 2 skill cannons.  Nasty.  Not that I should complain given that I’m running an 11 man bro-lock unit with 4 fighty characters bunkered inside.  Eric and I really deserved each other.  Actually, at this point given the lists I’ve played I’d wonder if they were doing some sort of weighting for pairings… well I would if there weren’t so many of us and lists were submitted day of.

Magic
Eric rolled spirit leech, caress, soul blight and doom and darkness.

I picked up purple sun and spirit leech along with searing doom (skull cannons have armor!).


Deployment
I rolled to deploy my army first, getting a good spread.  Eric would then roll his entire army in the right corner or center to deploy alongside the corner.  Lucky him.

I got to vanguard strong on the left, and conservative on the right to quickly encircle him and give myself good fire positions for the likely event I went first.


I got the first turn.



Turn 1 – Dark Elves
No charges of course.  Strong movement on the left to bring my large bunker onto his flank.

An 8/6 magic phase has me start with a 3D searing doom on a cannon, which he allows and does 3 wounds.  A 4D spirit leech on the same one is dispelled.

Shooting does 1 wound to a beast.  Harsh.




Turn 1 – Daemons of Chaos
The beasts move up to begin what will be a hunt for the bolt throwers.  The unit on the right takes a dangerous terrain wound.

A 10/5 magic phase gives +1 ward save.  A 5D spirit leech on my death caster gets scrolled.  He rolled super high and I didn’t like my chances and with the caster holding the scroll it didn’t’ make sense to take any risks.  A 5D caress sees me failing the dispel attempt and him getting taken off – poor purple sun never getting to see the light of day.

The full wound cannon misfires, losing this turn and next.  The wounded cannon blows itself up.  Wish that had been reversed, but 2 misfires isn’t something to complain about.




Turn 2 – Dark Elves
I keep moving, staying out of range of too many charges.

A 9/7 magic phase as a 3D soulblight on the cannon dispelled.  A 6D big doom bolt on the cannon fails to cast.

I put 2 wounds on the greater daemon and then take off the cannon.




Turn 2 – Daemons of Chaos
The drones charge the caster bunker on a long charge and make it in.

An 11/6 magic phase has me passing my leadership test.

I allow a bunch of spells as I want to make sure I dispel doom and darkness on my casters.  So a 3D caress kills a bolt thrower and a 4D splirt leech kills another.  I do dispel the 5D doom and darkness (would have sucked to fail).

In combat the doom fire warlocks do 5 wounds to the drones, losing 1.  He makes his test.




Turn 3 – Dark Elves
Little movement as my right flank doesn’t exist and my left is unthreatened.

An 11/6 magic phase has a 2D SB on the Epidemius bunker.  A 6D big doom bolt then fails as does a 3D soul blight.

In shooting I kill 5 plague bearers and the great daemon makes his saves.

In combat the doom fire warlocks fail their fear test, but still do 2 wounds.  I lose another and the combat holds.




Turn 3 – Daemons of Chaos
A small unit of beats joins the doom fire warlock combat... cheater for not letting me win the combat on the grind.

An 11/7 magic phase has me again passing a leadership test to not be a herald.  A 2D spirit each kills a dark rider, and a 3D caress kills another.  I dispel the 4D doom and darkness and he ends the phase.

I put another wound on the drones but then lose combat and run off the table.





Turn 4 – Dark Elves
My bunker unit charges the smaller unit of plague bearers.

A 7/6 magic phase as a 5D bight soul blight going off irresistibly, costing me a doom fire warlock.  A 4D attempt at the mission bound spell is dispelled.

In shooting I kill off the drones.

In combat I delete the plague bearer unit.




Turn 4 – Daemons of Chaos
Beasts charge a bolt thrower.

A 9/6 magic phase actually sees him roll a 6, but the effect scatters off my unit.

A 3D caress on my BSB fails.

My bolt thrower fails fear and dies.



Turn 5 – Dark Elves
I move into a better position.

A 6/4 magic phase starts with a dispelled 4D doom bolt at the greater daemon.  A 2D throw at the mission bound spell fails.

All my shooting manages another wound on the greater daemon.



Turn 5 – Daemons of Chaos
Epidemius bails out of the plague bearer unit that will likely get charged on the following turn.

A 4/3 magic phase drops his ward save (great timing!).

He gets off a 4D doom and darkness on my bunker but without the ability to make me test.




Turn 6 – Dark Elves
I use both my potions and charge into the big block.

I then double charge the greater daemon with 2 dark rider units in the hopes that static combat will get me through.

I get a 3/2 magic phase and put it all into a mission bound spell on the greater daemon.

My general kills his BSB in a challenge, and I kill 10 plague bearers.  I take wound on each of the masters.  He holds.

My dark riders lose 4 but hold.




Turn 6 – Daemons of Chaos
Unable to do anything movement wise that matters, Eric goes to a 10/6 magic phase.  He rolls 2 6s on my units.  1 moves off the solo caster, while the other hits a dark rider unit and kills 4.  I hold to keep my terrain feature.  Only thing he casts is the mission spell.

I kill 12 plague bearers but don’t clean up the unit.


Another win, but don’t’ get the general so not a full point game.