Tuesday, March 25, 2014


Well, since my hot water heater decided to spill over and snuff itself out last night, I'm stuck home for a little longer this morning waiting for the water to heat up, I may as well post about last night's game with Jason.  I'm still testing my Adepticon GT list which is currently as follows:

1850 Pts - Codex: Orks Roster - Adepticon 2014 012

1 Mad Doc Drillteef, D.D.S., 160 pts (Warlord)
1 Nobz, 435 pts (Cybork Body; Stikkbombs)
   1 Nobz (Cybork Body; Stikkbombs; Power Klaw)
   8 Nobz (Cybork Body; Stikkbombs)
   1 Nobz (Bosspole; Cybork Body; Stikkbombs; Waaagh! Banner; Power Klaw)
   1 The Electrork Mayhem (Red Paint Job; Reinforced Ram; Big Shoota x1)

18 Boyz, 134 pts (Shootas)
   1 Boyz Nob (Bosspole; Big Shoota)

1 The Orktimus Prime, 105 pts (Red Paint Job; Reinforced Ram; Big Shoota x1)

18 Yellow Shoota Boyz, 134 pts (Shootas)
   1 Boyz Nob (Bosspole; Big Shoota)

1 The Fat Pig, 110 pts (Red Paint Job; Reinforced Ram; Stikkbomb Chukka; Big Shoota x1)

8 Da Vulcha Boyz, 181 pts
   1 Shazzo Blitzklaws

1 Aegis Defence Lines, 100 pts
   1 Gun Emplacement (Quad-gun)

1 Big Mek, 108 pts (Ammo Runt; Bosspole; Shokk Attack Gun; Cybork Body)

3 Big Gunz, 111 pts (Zzap Gun; Additional Gun Krew; Ammo Runt x3)
   10 Gretchin

6 Lootas, 90 pts

6 Lootas, 90 pts

12 Gretchin, 46 pts
   1 Runtherd

12 Gretchin, 46 pts
   1 Runtherd

So, this list is a tad different from the last with a few less Lootas and an additional scoring unit.  It also drops the extra weapons from the Battlewagons in favor of a bulkier Big Gunz unit and Stikkbomms on the Nob unit.

Jason agreed to play a tougher game with me using his Ultramarines which included Tigirius in with three Grav Ceturions, two small missile launcher Dev squads (combat squadded?), three Tactical Squads (one in a Rhino), a 5-man squad of Terminators, a 5-man squad of Scouts, a Dakka Dread, and two Storm Talons with Skyhammer Missiles.

We played Adepticon Scenario 1 with Purge the Alien and Crusade as primary missions.  We rolled 4 Objectives and had night fighting in turn 1.  Jason chose to go first.

One Tactical Squad and the Devastators deploy on Jason's left flank.

One Tactical Squad takes his Right Flank.  They will remain unmolested for the entire game.

The Rhino full of Tac Marines, the Centurions, and the Dreadnought hold the middle.

I deployed in the usual manner with the Battlewagons hugging a flank and the gun line in the center.

At the end of Turn 1, both armies remain largely unscathed. The Centurions roll poorly to get through cover.  Note the sneaky Scouts on my left flank!

The Orange Shoota Boyz are targeted by the enemy with buckets of firepower and then are assaulted by the Deadnought.  The Electrork Mayhem is immobilized by a split fire shot from the Centurions.

I never got a "before" shot of the Terminators which had deepstruck next to me and ran towards my gun line.  Unfortunately, I dropped a bullseye with my Shokk Attack Gun and, at length, destroyed the unit to a man.

The tactical squad disembarks and begins pouring fire into the Ork Gun Line, but are then torn up by the Shoota Boyz (who have doubled back to reinforce the lines) and Lootaz.

The Nobz have taken care of the Marines on the hill and set their sights on the center of the Space Marines gun line.

The Scouts and Tactical Squad begin wading through the Grot Gun Line.  The Boyz just can't get there in time to save them.  The Rhino Immobilizes itself on the barricades while trying to tank shock, but it does provide good Overwatch protection for the remains of the Tactical Squad.

Jason forgets that Centurions may not fire overwatch and casts Foreboding on them.  In my head, I'd mixed up Foreboding and Forewarning.  The Centurions are also slightly out of position, but I don't think it would have mattered.  

I shoot a single pistol at the Centurions in order to cheat Mad Doc's oldschool Rage rule.

That happens.

The Marines begin to eat Gretchin.

Several units disintegrate before my eyes, but a single Loota does, indeed, get away thanks to being too far away for anyone to pile into him!

Blitzklawz (Zagstruck) finally arrives from reserve with their sights set on the Immobilized Rhino and the Scouts.

The Nobz chew through the remaining Devastator Squad.

One Scout remains.

One Stormtalon and the Dreadnought remain to pour fire into the Nobz.

I roll a "1" on the Stormboyz' extra movement and kill one on Dangerous Terrain, but am still able to assault and kill the Stormtalon.  There was also one remaining Tactical Marine on my side of the table and I kill it.  The single Loota manages to go to ground and survive some shots as well.

The game ends on Turn 5.  The Yellow Boyz aren't yet in position to score my home objective, so Jason takes one of the Primary Missions and I take Purge the Alien.  With Warlord and Linebreaker for me and First Blood for him, I win a very minor victory.

Again, another fun and tough game with Jason.

Lessons Learned

The Nobz have been over-performing a great deal.  I am thinking they're defenitely the best way to represent the rock band in the GT.  I'd really love to use my stage as a Skyshield Landing Pad instead of having an Aegis, but I think that it may be too different for folks to accept it as such.  There's little time to make more changes.  I think this list is almost what I'll be taking.


  1. It was a ten man dev squad combat squaded into two 5man squads.

    Last night was a real reminder of how much I don't have 6th ed rules memorized like I did with 4rth and 5th.

  2. Also, double Stormtalon is f*ing awesome. It's just ridiculous to have a 125pt unit that is basically immune to most attacks, has 7 shots that hit ground units on a 2+, half twin-linked, wound on 2+ most of the time AND cause pinning.

    Seriously, crazy shit there.