So, Clash of Kings over! As it was my first ever tournament of any kind I wasn't really sure what to expect but when I started all of this I had set myself the goal of winning two games out of six and I at least did that! 2 wins, 1 draw, 3 losses, and an overall finish of 50/75. It will take way, way too long to write a full bat rep for each of the six battles, so I will explain the rough strategies/tactics used and the outcome with more of a focus on the unit analysis. Hopefully that will be enough for people! Battle 1 Pillage! vs Goblins (5 Objectives) With 17 drops my opponent was always going to have the advantage in deployment, so I chose a side of the board that had three buildings and castled my army behind them. There were three objective markers in the rough vicinity so I was hoping to use my smaller footprint, stronger units to hold him up. In response, he weighted most of his own army that side as well and spent the whole game struggling to manoeuvre. One of his legions couldn't fit between two of the buildings so I spent the game not killing it, and his inability to charge with it meant being able to get closer to pick off the war trombones, which are lethal. Even so, his numbers counted and I was getting butchered. After realising I had lost, in turns 5 and six I completely changed tactic and ran to the two counters near the other flank we weren't concentrating on while making a concerted push on the right-most of the three we were squabbling over. I had to kill a few units, and it was a turn 7 surge that got the last objective, which was in the middle of his deployment area, so it ended as a win! Albeit with Tournament Points (TPs) deducted for losing considerably more than him. Stand out units: Clan Lord on Fire Drake - breath attacks all turn and in turn 6 he pivoted and jumped to capture an objective GFE - the ability to surge allowed for more manoeuvrability to get to the last objective needed Battle 2 Push! vs Empire of Dust Two large buildings in the centre meant smaller fronts open - Salamander horde held up one, while other units tried to hold off others round the right flank. CLoFD did his usual trick of hiding behind a building, ready to jump over when their lines had moved forwards, but surge completely removes this threat as he can charge in a 360 arc. It was rather scrappy and I only lost my a whisker - one higher on a nerve roll and I would have had it. It was all a bit messy so it was hard to take away any learnings from it. Battle 3 Invade! vs Kingdoms of Men He chose an MSU (Multiple Small Units) list, which I've never faced before. Having loads of troops made using the CLoFD impossible as I couldn't land anywhere. Most of his army charged down my right flank, while I moved down my left flank, with all the fighting happening pretty much down the centre of the board. After a long day I completely lost focus, so I moved to counter the threat of the knights when I should have pushed forwards and let him kill the units I had on my side. I was still able to scratch out a draw, helped in part by the high points value of my CLoFD on his side. I need to remember to keep my eye on the prize next time - I could have won this. Stand out units: GFE / FEs - he used Elohi allies, tried to fly over with one of them and my GFE did a 360 degree charge into their rear Battle 4 Loot! vs Dwarfs This was my only strong win. It was a high defence build, so half of his army was Def 6. Realising that he couldn't win the movement game he castled on my left flank and moved forward to try and capture and hold the objectives, but he slightly spread out his left flank of war machines and a troop into the centre of his deployment area. As this was one of the few opponents I would be able to out manoeuvre I spread out, putting enough on my left flank to keep his force occupied, while placing CLoFD, Kaisenors and Hunters on my mid-right. These three swept round, killing each of the units on his left flank and finally coming into his rear of his main force. Attacked on all three sides it was a killing spree. I killed 1405 points, he killed 100 points (Ghekkotah). Stand out units: GFE & FEs - These were absolutely stunning, particularly the GFE being able manoeuvre in tight spaces on his 50x50 base. GFE got loads of flank / rear charges, so 16 / 24 attacks always wounding on 2s. CLoFD - Speed and ability to take a cannon to the face before attacking helped him mop up the right flank. Kaisenors - Speed was very useful, but they only really performed because Dwarfs are so, so slow. Battle 5 Dominate! vs Dwarfs This battle swung wildly, with stunning luckiness / unluckiness for both players. I got completely out deployed and had not realised just how irritating a heavily armoured individual with Wings of the Honeymaze could be. His King ended up killing my Kaisenors and Herald by the end! I spread out too much and should have castled on a flank, pushing forwards and then into the centre. As it was, he was able to better deal with each of my units. I probably would have won were it not for a snake eyes roll on a nerve test, which then left my CLoFD facing a rear charge from a 25 attack horde of CS(2) Dwarfs. In the end I lost quite badly. Stand out units: Ghekkotah Hunters - Placing them wide on my left they ran around a regiment of Dwarfs enough to stop them getting to the centre by the end. GFE - Flank surge on a steel behemoth was the only thing able to put wounds on it. Battle 6 Control! vs Goblins With 19 drops I was always going to struggle, particularly as this was about controlling board areas. I did the only thing I could do and castled, hoping to move up the right flank and then in towards the centre on his side. I completely messed up deployment, meaning most of my army got tied up around buildings so he could pick off unit after unit. A stupid move from my CLoFD got him flank charged by trolls and killed. All in all and absolute white wash, but at least I didn't get tabled! All in all it was an interesting experience, and I'm definitely looking forward to future tournaments! In terms of list changes, the Ceremonial Guard and Fire Drake are going to be dropped. The Ceremonial Guard didn't really do much during games - I didn't find they worked well in combination with other units, mostly just being cannon fodder or work horses. The Fire Drake did alright, but as he isn't as manoeuvrable as a GFE he rarely got into combat (front charge with only 8 attacks is fairly useless). Most of his benefit came from being height 4 and therefore able to flame over the top of other units, which doesn't earn 190 pts back. The other downside to this height was that he becomes a sitting target. As such, the Fire Drake and Ceremonial Guard will be replaced with another horde of Fire Elementals and another Mage Priest with surge, but this time mounted and with Myrddin's Amulet of the Fire-Heart. The Mage Priest will not only be quicker, it will still be able to breath over the top of units (height 2), will get cover from other units, and will be able to surge elementals (and in one turn breath attack and surge in the same turn!). All of this for less points and only 6 less breath attack.