So the tournament is a three game 2500 Storm of Magic tournament. First game is a vanilla Storm of Magic game. Second Storm of Magic game is a Storm of Magic game where random spells afflict both sides (generally direct damage spells with vortexes). D6 Result 1 The Land Is Alive: Any unit within 6” of any terrain feature takes 2d6 Str 4 hits with no AS allowed 2 Green Glow of Madness: Roll a d6, on odds the event affect all units from Forces of Destruction, on evens – the Forces of Order as well as units/characters/creatures summoned by a scroll of Binding. They gain Frenzy for this turn. 3 Funnel of Doom: Choose a fulcrum randomly. Place a small round template on it and scatter it 2d6”. All models passed over suffer a Str 6 hit with no AS allowed. After all hits have been resolved, any model capable of channeling power/dispel dice that is passed over or touched by the template is sucked up and removed as a casualty on a d6 roll of 5+. 4 Eye of the Storm: Until the next magic phase, no power dice are generated – do not roll on the winds of magic or the regular 2d6. Spells that are cast automatically, or magic items or special rules that generate power dice can be used as normal. 5 Born Anew: The player whose turn it is can return a single model that has been slain to life (characters are revived with their mounts if so chosen). The model enters the battlefield as per the rules for reinforcements. 6 Ascendancy Rules: Any wizard using the ascendant lore, as determined by the Magical Flux, can re-roll a single casting attempt until the start of the caster’s next Magic Phase and can re-roll the first Miscast table roll in each turn so long as his lore remains in ascendancy. Third game is a regular Storm of Magic game with an unclaimed extra fulcrum in the middle. The middle fulcrum is worth two fulcrums for determining the number of fulcrums you control for casting cataclysm spells but zero points for victory points purposes. Points are determined by enemy units destroyed and 300 points for every fulcrum controlled by your side. Note I can decide what lores my Skink Priests and Slann have at the beginning of the game once I know who my opponent is, but I don't really plan on doing it. Setup will be difficult enough without weighing options and I think it might be poor sportmans-like to switch to Light before playing Daemons or something similar. On the other hand it's a tournament and we are supposed to play to win. Actual List Slann, Lore of Death, BSB, Skavenpelt Banner, Becalming Cognition, Obsidian Lodestone, Soul of Stone, Harmonic Convergence, Channeling Staff Scar Veteran, Cold One Armor of Fortune, Obsidian Trinket, Great Weapon Skink Priest, L1 Heavens, Dispel Scroll Skink Priest, L1 Heavens, Cloak of Feathers, Scroll of Shielding Skink Priest, L1 Beasts, Power Stone Skink Priest, L1 Beasts, Scroll of Leeching 30 Saurus Warriors, FC, Sword and Board 12 Skink Skirmishers with Javelin and Patrol Leader 12 Skink Skirmishers with Javelin and Patrol Leader 12 Skink Skirmishers with Javelin and Patrol Leader 7 Kroxigor with Ancient 26 Temple Guard with FC, Standard of Discipline, Warrior Bane Vampire Lord, L1 Lore of Vampires, Armor of Destiny, Quickblood (ASF), Blood Fury (gain extra attack per wound inflicted), Ogre Blade, Potion of Foolhardiness Necromancer, L1, Lore of Vampires, Book of Arkhan, (casts random hex spells for d3 power dice) and the Ruby Ring of Ruin. 35 Zombies with Standard and Musician The game is on July 6th so I have lots of time to tinker with it. I really want to use my VC army. I am limited by models in that regard. I can field more zombies if need be (by taking a regular vampire in lieu of a lord). If I model my guts out I can field ghouls instead. I can also field skeletons. I could field a few Spirit Hosts if I want, but I don't think that's a good idea with all the magic missiles that are likely to be flying around. I expect the Wood Elf/Warriors of Chaos player is likely to take a Daemon pact (though he also likes monsters so who knows), but everyone else is likely to go with lots of big monsters. Thus I'm tooling out my Vampire Lord and Scar Veteran for monster fighting, and giving the Temple Guard the Razor Standard. Hopefully the Kroxigor can chop down a monster too. In most games I'll start out with two fulcrums. One will have the Necromancer or Vampire and one will have a Skink Priest. The Necromancer will be inflating the zombies. Hopefully the zombies can tie up some large monster. I'll park the Saurus Warriors in front of the Skink's fulcrum. The Temple Guard will be my primary offense killing nasty things while the Slann death snipes enemy wizards on fulcrums cast via many arcane vassals. I have LOTS of Skink Priests both to claim new fulcrums and to reclaim my own lost fulcrums (and to caddy items). Cube of Darkness is a no-go because I plan to use quite a few RIP spells. Death is mainly for fluff. I want to start out my Vampire Count pact force with a Death Slann though I am a little worried about a lack of conventional direct damage spells (hence the add-on of the Ruby Ring). The Scar Veteran Cowboy can be deployed solo (if the enemy has relatively few magic missiles) or join the Saurus block or Temple Guard. I can use my Vampire Lord to hold a Fulcrum if my opponent is going elite style or use him as a troop muncher if they go hordes style. I'm also 4 points short and this drives me crazy. Anyway I'm open for suggestions.
Day before the tournament and I made some last minute changes. I got the Book of Arkhan and the Cursed Book mixed up (and no one here corrected me ) so I had to rearrange my undead a bit. I also changed some things on the LM list to fit more Temple Guard as long as I'm springing for the Skavenpelt Banner I figure I need max bodies. I also printed out three army lists that all say Lore of ______ so I can customize my spells easier (and I put in a spot to mark which one use items are used and who has what). Revised List Slann Mage Priest, BSB, Skavenpelt Banner, Harmonic Convergence, Becalming Cognition, Soul of Stone, Channeling Staff, Obsidian Lodestone. Scar Veteran with Cold One, Armor of Fortune, Obsidian Trinket Skink Priest L1 with Dispel Scroll Skink Priest L1 with Scroll of Leeching Skink Priest L1 with Powerstone Skink Priest L1 with Cloak of Feathers and Scroll of Shielding 29 Sword and board Saurus with FC 3 x 12 Skink Skirmishers with Patrol Leader 30 Temple Guard with Full Command, Warrior Bane, Standard of Discipline 6 Kroxigor with Ancient Vampire Lord L1 with Red Fury, Quickblood, Ogre Blade, Armor of Destiny, Potion of Foolhardiness Necromancer L1 with Cursed Book 39 Zombies with Musician and Standard Bearer My short list summoned troops is Presence: Salamander or 10 Skirmishers or L1 Empire Wizard Equilibrium: Dwarf Cannon with Rune of Forging or L2 Ogre Wizard Dominance: STANK or EOTG Ancient Steggy with Sharpened Horns or naked Slann Also 4d6 Grave Guard with a Wight King EDIT: Sadly due to factors beyond my control I only played one game. The battle report is here