First things first, apologies for the 'unique' look and feel to the game. The gaming club I usually go to has lost its venue so I played at the Ratkin player's house, and he didn't have a green mat or scenery. As such, the board is made of 6 Deadzone mats, the Deadzone scenery were buildings, the books and box were height 2 hills, the green cloth was a forest and the blue cloth was water (difficult terrain). I'm also playtesting an updated list so I've used paper cutouts for some units. And I forgot to field my Herald so that unit doesn't appear on the board! Salamanders Regiment Kaisenor Lancers w/ Caterpillar Horde Fire Elementals Horde Fire Elementals Horde Salamander Primes Regiment Ember Sprites Regiment Ember Sprites GFE Lekelidon Lekelidon CLoWFD w/ Armour Herald w/ War-bow of Kabba Mage-Priest w/ Surge and Inspiring Mounted Mage-Priest w/ Surge Ratkin (from memory) Horde Spear Warriors Horde Brutes w/ Fog Regiment Blight Regiment Vermintide Regiment Vermintide Troop Scurriers w/ Light Crossbows Troop Scurriers w/ Light Crossbows Artillery Weapon Team Death Engine w/ Vile Sorcery Mutant Rat-fiend Warlock Enforcer w/ Dragon breath Demonspawn Setup Game Finish (Close up) Thoughts on Setup For setup I deployed my Salamander Horde early on the left far flank. This not only (potentially) refuses a flank, but also provides something with a bit of 'bite' should he ignore it. Luckily he took the bait and deployed the majority of his ranged on that side. While that did deal with the horde in turn 3 without the Primes landing a single blow, it meant that the rest of my army was pretty safe from being shot. Knowing the trees would provide good cover I placed my CLoWFD, one unprotected FE horde & M-P on my centre right, with the GFE, other FE horde and other M-P the other side of the building. This latter group was covered by the two Lekelidons. Right far flank had Kaisenor Lancers covered by an Ember Sprite horde. The other Ember Sprites were placed in my centre as an annoyance. The setup worked remarkably well and broke the game down into three - on the left it was ranged vs Primes, with their job being to mess with his deployment (tick) and hold up those units long enough to allow me to gain advantage the other side. The centre was a straight fight between Mutant Ratfiend & Blight covered by Scurriers vs CLoWFD and FEs with Sprites supporting - this was tight and could have gone either way. The right was Demonspawn, spear horde & Brutes vs the rest of my army, which I thought I would win but had to be very careful not to get the absolutely brutal Demonspawn in the flank. Analysis On the left flank the Primes did their job in setup, and died in Turn 3 (wavering (i.e. not dying) in turn two was good!). As you can see immediately after the unit disappears he tries to pivot his ranged units to be able to open fire on the centre, but his Artillery was left in charge range of my Clan Lord, who then moved forward out of all sight arcs afterwards. This caused absolute chaos as I spent the rest of the game jumping around his ranged units breathing fire, focusing on the units that could damage me most (weapons team). With armour 6 there was little he could do, even if by the end he had put 9 wounds on me, whereas low-armour rats are vulnerable to high attack breath weapons. CLoWFD was then able to jump back into the centre for game end. I thought I had lost the centre when my M-P surged my FEs only 2 inches when I needed 3 to hit the Blight in the flank, opening up their own flank to the Mutant Rat Fiend. Luckily they survived this (the Fiend took them up to 10 wounds) and realising I might struggle I brought the GFE over from my right flank to hit the Fiend in his side. Although I rolled lucky and didn't need it, I had the opportunity to double-surge my GFE to make sure he got in. I've never run two M-Ps before but this is an absolute godsend - it's essentially Surge (16) on top of a 6" move, which is insane! The threat area of anything with surge becomes phenomenally large, and as surge moves work best when you catch players unawares having this up your sleeve is brilliant. Having one of the M-Ps mounted is the cherry on top to make sure you keep this option available throughout the game as it gives him more movement to get into the right place. As soon as the GFE switched from flank to centre I was able to turn it around, get the upper hand and clear out his units. The right flank required a bit of tricksy movement to make sure I wasn't flanked, but I ended up triple charging his spear horde twice with Lekelidon, Lancers and Sprites to kill it. His Demonspawn killed my FE horde (but took a good amount of damage doing so) but was then unable to avoid being charged by Lancers and Sprites and succumbing. I think he had the idea to move his Brutes to the centre for the same reasons as I moved my GFE, but after I had dealt with the Demonspawn and spears (and my GFE was fighting so couldn't surge) I was able to turn both M-Ps and Lekelidons on shooting them, and with only DE4+ they died fairly quickly. After all of the above came the obligatory charge into the centre to get the points and the difference in the amount killed clinched it. The final score was 747 - 430, so a 300 point win. Something I hadn't taken into account was that in Clash of Kings rules (which will no doubt be in the 'official' tournament rules released this year) flyers and Individuals count for half points, so that was 300 points immediately discounted from my total! By the standard rules it would have been 1050 - 430. This is something I will definitely keep my eye on next time!