It was a bender alright. By the time I was finished with it all, I was extremely exhausted, having clocked about 16 hours of gaming.
First off the list was a Game Day for Magic: The Gathering: Hour of Devastation at my local card shop. The event had snuck up on me, being a week earlier than I had normally expected it to be, but nonetheless I spent a lot of time finding the best combination for my own deck specifically, the same one that I took to victory. However I come on to this event expecting a slightly more hostile metagame than the one I rode to success with- in a particular an aggressive deck that is faster than my own, and one that I had some trouble squaring up against- it’s simply a deck that plays one color and whose goal is simply to cobble 20 points of damage.
The proceedings go under not long after noon, opening up my first round against a Green-White deck focused entirely on cute kittens.
These furry friends however could not last against onslaught of jet engines and magical missiles as I finished that match with two back to back wins.
In the second round, came the mirror match against my very own deck. The first game may or may not have happened, as neither me nor my opponent could recall whether it did indeed happen, or things had happened so fast, I managed to steal the second game, and then it came down to a decisive third- and I was already shaking and jittering from having to play extremely cautiously and considering every move not to make a single mistake. In the end, I won the third game on the back of a Chandra, Torch of Defiance that was allowed to simply do its thing and eventually win on her own.
The third round I ran into Mono-Red aggro, my nemesis deck. I won game one by the skin of my teeth, and then my relief was short lived as I simply got run over in the last two. For the fourth round, I ran into a Black-Green counters deck, winning the first round with an extremely busted aggressive draw, and then switching over to my famed planeswalker-based control sideboard strategy, which worked for a very long time but my opponent countered with a similar idea, knocking out all three that I had deployed. In the end I simply lost by miscounting the amount of damage I did, whereas I would have won if I held on for one more turn. To cap off a pretty bad run, the final round was against a control deck, losing the first due to having too many lands on board and no threats, winning the second with an aggressive draw, and losing the third due to a combination of play mistakes and lack of aggressive threats.
In the end, all I had to show was a rather middling record and missing out on the cut to top 4.
With cardboard business done, it was time for the plastic business one. My friend Brian gave me a lift all the way up north of the river to the south to his place. I got in some practice of Warhammer 40k 8th edition, as a warm-up for the Objective Secured mixed doubles event that was being held at South Perth Community Hall on Sunday, and then spent the rest of the night touching up some models to have them in at least a respectable state by Sunday, whilst tuning in to the Overwatch World Cup.
I opened the day commanding a joint force of Space Marines supported by a blob of Imperial Guard infantry (think the doughboys in those World War I movies) against Dark Eldar, in a mission where me and my friend’s forces were on the attack. Well ostensibly we were on the attack, but as it played out, it was the Dark Eldar who surged forward and charged into the ranks of poor, bloody infantry. The tenacity of the infantrymen, with a little help from the mighty Space Marines, drove the Dark Eldar offensive back, but we went to the time, and so it was Dark Eldar who triumphed.
The second round has the alliance laying an ambush for another army of Space Marines with some Dark Eldar ‘friends’. Their objective was simply escaping through the blockade, whereas mine was ensuring that they did not. My plan to win this round was simply to shoot down the fast moving transports the enemy was in, nothing else mattered. A preliminary bombardment before the beginning of the game, helped remove a small infantry squad who happened to find themselves dead center of the blast, followed by an opening salvo from my long ranged artillery that knocked down several Dark Eldar vessels (or as they are often referred to amongst the boots on the ground as ‘cardboard boxes’). The plan was executed well, if not cleanly, and the enemy was slaughtered to a man as they attempted to escape the encirclement, though with many dead on my end as well.
The third round was a scuffle between Space Marines and another group of Space Marines and an Adeptus Arbites army (think Judge Dredd), and the scenario had both armies field only a small patrol from the get go, with the rest coming to join the fight. It was really unlucky for the opponent, a team going by the name Double Doug (both players are obviously named Doug) that my side got all its reserves in on the 2nd turn onward, whereas a full half of their army failed to show up, presumably enjoying too much Imperial-sanctioned adult entertainment. That and some sabotage on one of their flying gunships to ensure it would arrive too late to turn the tide. The brief moments of local superiority was all that was necessary for my alliance to triumph.
The final round’s mission was a classic trench run. A classic Pickett’s Charge against a well fortified Space Marine force, commanded by highly experienced generals packing heavy artillery, whilst a flanking force would slow us down. Initially my plan was simply to move towards the enemy’s deployment zone, running as fast as a leopard, but somewhere amidst the carnage, the plan was abandoned, and the enemy’s counter attack pretty much ended all hopes of victory.
Nonethelss I didn’t too bad for my first competitive event of Warhammer 40,000. My rather boisterous enthusiasm did not go unnoticed as my team was often picked for sportsmanship nominations. In any case, I was busting to get home and get some real sleep.