Well I had the pleasure of playing in my very first tournament this weekend and had a blast. Had some decent success and alot of it was from the advice from all you guys over the last months. My List was: Life Slann - Rumination, Becalming BSB, Standard of Disciple, Cupped Hands (415) Scar Veteran Burning Blade, Gambler Armor, Shield, Luckstone, Ironcurse (128ish) Skink Priest Lvl 1 + Scroll (90) Core (788): 24 Saurus + Music + Std 24 Saurus + Music + Std 17 Skink Cohort + 2 Krox + Music Special (436): 6 Chamo 6 Chamo 16 Temple Gaurd + FC Rare (160): 2 Salamander + 2 Handlers Report and Pictures to follow
My Army: Tournament Rules: All matches would be pitched battle but we would each be given 4 secret objective cards, one to played down each match worth very significant battle points. My cards were Capture Standards, Assassinate Best Wizard, Hold Center Object, Captive (Choose a unit and beat/destroy it) I drew a guy named Evan, nice guy and fun to play against but wow what an army. His list was basically: 2 Hell Cannons 2 units of Chaos Warriors 1 unit of marauders 1 Level 4 - Lore of Tzeetch (sp?) 2 Level 1 - Lore of Fire Fighty char with bsb At first I thought this would be easy cause I outnumbered them so badly, But the Character bunker was over 1200 points so point denial was going to be a big issues. Heres a picture of his army lined up for photo Op. Deployment: He ended up deploying all backed up in the corner to wait me out. I deployed in a standard line and my Chamo skinks really didn't have much choice but to line up 12 inches from the first hell cannon. I knew nothing about hell cannons and this was my first match vs Warriors of Chaos so I wanted to play save and spread out my saurus as much as space allowed. The HellCannon (HC) was apparently a super stone thrower S5/S10 so I wanted to dodge most of that. I choose the hold center object objective as I was pretty sure he was gonna turtle up. Rolled for spells and got regrowth, thorns, Round 1: Luckily I got first turn so I advanced full speed with everyone Winds were weak (As they were all game never got more than 5 dice!) and I got nothing of note off. Chamo Skinks did better and wiped out the entire HC crew sending it off the rails. Evan shuffled some troops around but didn't' advance, the right HC was out of control and charged my Chamo skinks but rolled 11 so game up one inch short. Dispelled all his fireballs and he got through pandemonium (I think) which means you can use characters leadership (no problem for lizardmen really) and miscast on all doubles (fine since I wanted to miscast once for cups once I was in range
Turn 2: Much of the same, I advanced with all troops, had little spell luck. Spread out my Skrox for more javelin action. Sally fired for little damage. Chamo fire on chaos warrior do nothing, other set on the HC for one wound. His turn the left HC charges my salamander which I flee with, he shuffles some more troops around. He gets a fireball through killing my non-fleeing salamander. Turn ends.
Turn 3,4,5 Turn 3: I double charged into the HC with the Saurus and my Skrox. As I hadn't been able to reform my Skrox charged in the long line format. Even thought he HC was really large and long, apparently he's a monster designed for a 50x50 base so my Krox weren't in combat with it. So the overall damage was just the handlers. The toughness 6 ment even my saurus were needing 6's to wound. Won combat, it was unbreakable. Continued tag with the other HC taking off a couple more wounds and my right saurus block sets up to charge. Abysmal winds again dice of 4, 3, 5 for me this round results in virtually no help from my slann. His turn grinds away with the HC, I do no damage amazingly but win combat anyways and finally realized I should reform. And after some rules consulting (he didn't think I could move the second rank of skinks out of the way for the krox since they are in combat) in the end we rolled off and I set up proper. His right HC charges my saurus and that grind begins Turn 4: Continue grinding with Saurus and HC's Temple Guard charge the marauders who flee and my charge fails. I miscast and pass over a detonation to Evan who takes his first casualties on warriors and a wound on a sorceror. He finally starts moving his chaos warriors up into position Magic a wash, dispel scrolled a infernal gateway that coulda done alot of damage on my TG. Turn 5: Pictures stopped here since time was running out and we're trying to run a speed game. I finally destroy his left HC, Skrox reform up to face the soon to be incoming warriors. TG charge his other warriors, wish I had asked more closely but they were frenzied, had 3+ AS, 5+ ward save etc and started to butcher the TG. Lost combat badly but stubborn held out no problem. His charges my saurus with his 1200 point block. Challenges and butchers my scarvet, hacks apart the saurus down to almost nothing. Right HC is locked down with my saurus and no one kills each other Turn 6: Regrowthed 3 TG which was desperately needed Skrox charge in the 1 inch to try and help save the saurus Saurus are completely wiped out. Skink priest is challenged by the one of his wizards so I thought what the hell. Chaos wizard smacks the crap out of priest he goes down. TG reduced to 4 models in combat with his uber warriors His final turn Wipes all my entire TG and puts a couple wounds on the Slann but no kills. Lizardmen Point Denial! Skrox got destroyed and flee off the table I destroyed one hell cannon (205 points) he destroyed my heroes, skrox, saurus, salamander for about (750) His secret objective was dispel three spells (very much completed) mine was control the center object which I did with my saurus locked in with the right HC. Although I got massacred I don't feel too bad about it. Evan won best general and was running a ridiculous list. The winds being so weak certainly hurt as did not knowing that the hellcannon was basically a dragon stone thrower.
You learned the hard way how important point denial is. That being said, A lot of WoC lists look like the one your opponent had. My advice for when you face such a list is to force him to come to you. Use you chamos to take out the hellcanons and skink skirmishers to harass/help the chamos. The salamander should hit the 1st big block of marauders it can. That's the kind of situation where your opponent will be forced to come to you instead of the opposite, in which case you can prepare better for his bunker charge. In short, points denial works both way. Make sure you don't expose your expensive units early in game. Use cheap units to force your opponent to fight on your terms.
Was there any comps in the tournament, or was it uncomped? Few points on the list: TG is too small, as is Skrox unit. I'd personally drop Shaman and beef up both units, scroll is little use as enemy will most likely trhow all his/her dices on the big spell (dwellerz, Sun etc etc). I'd swap LD banner for +1M banner, which would allow TG to move 3" backwards With current setup, your scar vet is pretty useless. Give Ironcurse Icon for slann, drop Gamblers armour and take 5+ ward, mundane armours and cold one (yes, cold one). His primary job is to hunt hydras and such, and even thought you wont get look out sir, you can easily hide him from cannons and such, and with 1+ AS, 5+ ward and T5 he's pretty hard to kill, and you can heal him with lifes lore attribute Slann needs all spells, you get the points by dropping shaman Nice Report so far
If you mean composition scores? Yes, And he recieved 1 point (cheesiest teir) and I got 4 points (least cheesiest teir) But since Final scores were in the range of 60-90 didn't slow him down much. Thanks for the comments I agree with you on alot of point there.
I like any good tournament report accompanied with decent pictures, look forward to seeing the rest of the games posted.