This was an 1850pt 4 round tournament. Sorry no pics this time. I took my tzeentch daemon army:
Tzeentch Daemons
HQ
Herald of Tzeentch w/ we are legion, master of sorcery, chariot, bolt of tzeentch
Herald of Tzeentch w/ we are legion, master of sorcery, chariot, bolt of tzeentch
Herald of Tzeentch w/ we are legion, master of sorcery, chariot, bolt of tzeentch
The Blue Scribes
Elite
3 Flamers
3 Flamers
3 Flamers
Troops
7 Horrors, bolt of tzeentch
7 Horrors, bolt of tzeentch
7 Horrors, bolt of tzeentch, changeling
Fast Attack
4 Screamers
4 Screamers
4 Screamers
Heavy Support
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze, soul devourer
Round #1
Opponent: Imperial Guard
HQ
Command Squad w/ lascannon, chimera
Daemon Hunter Inquisitor lord, 2 mystics, 2 heavy bolter servitors, terminator armor, sage, psy-cannon
Troops
Platoon Command Squad w/ lascannon
Infantry Squad w/ lascannon
Infantry Squad w/ lascannon
Heavy Weapons Team w/ 3 lascannons
Veteran Squad w/ 3 plasma guns
Veteran Squad w/ 3 melta guns
Fast Attack
Vendetta
Vendetta
10 Roughriders
Heavy Support
Executioner w/ plasma sponsons
Executioner w/ plasma sponsons
Leman Russ w/ heavy bolters, pask
Scenario 1: Annihilation
Overview: The plan is simple, find the enemy and destroy them! Leave no stone unturned! Leave no survivors!
Line of Retreat: Units that fall back must do so towards the opposing player's long table edge via the shortest possible route.
Mission Special Rule: Annihilation Modified. Each opponents force receives 5 Kill Points that the owning player assigns to units. Each unit may be assigned no more than 1
KP meaning 5 units in your army will be worth 1
KP and everything else 0
KPs.
Deployment

itched Battle
Objectives:
Primary (Annihilation modified):The player with the most kill points as defined in the 5th edition
40k rulebook(
pg 91) wins the primary (Scoring: Win=20, Draw=10, Loss=0)
Secondary (Victory Points): The player must score at least 500 more victory points than their opponent. See the 5th Edition
40k rulebook (
pg. 300) mini-rulebook (
pg. 108). (Scoring: Win=15, Draw=7, Loss=0)
Tertiary: Eliminate all of the opponent's Troop choices. This includes any dedicated transports taken as part of a Troop selection. Note that both players can achieve this objective and there are no draws. (Scoring: Win=10, Loss=0)
Tactical Bonuses
Note: These points are automatic if your opponent has no choices from that Force Organization slot.
+1 If your opponent has no surviving Fast Attack choices
+1 If your opponent has no surviving Heavy Support choices
+1 If your opponent has no surviving Elite choices
Deployment: I win the role to go first and take it. He deploys in the northeast side of the table, castling up. From left to right it goes executioner, executioner, chimera, inquisitor, command squads, rough riders, leman russ, with his infantry going in front of the chimera, inquisitor, and command squads. The rough riders are hiding behind a hill and the russ is guarding the side between the hill and the table.
Turn #1 Daemons
I get the half I want which consists of, 3 squads of screamers, 1 daemon prince, blue scribes and horrors, and the other 2 horrors. One squad of screamers goes on the far right to threaten pask, one squad deviates right in front of his lines (i had tried to hide them behind the hill) and the other squad goes on the left with the daemon prince to threaten the executioners. The
dh inquisitor fails to roll high enough to shoot anything! I kill a grand total of maybe 5 guardsmen and my turn is done.
Turn #1 Guard
He completely wipes out the left and center packs of screamers, puts one wound on the daemon prince, and peppers out a few horrors from two of the squads. His rough riders shift back to make a wall in front of the paquisher. He fails a changeling check and I shoot up one of his guard squads causing it to panic.
Turn #2 Daemons
I get 1 of the chariots, and 2 of the daemon princes in. The daemon princes go on the left to support the third prince, and the two chariots go in the center and left back far enough so he can't get shots with the inquisitor. The scribes move up and pavane the rough riders out of my way and the screamers go in and blow up pask's tank. On the left my daemon prince charges into one of the executioners and blows it up. I pepper the guard squads some more.
Turn #2 Guard
His rough riders charge the scribes and their horror squad, rolling horrible at the end of the battle I still have the scribes and 2 other's left. He puts some more wounds out on horror's and kills all but one of the screamers.
Turn #3 Daemons
I get another chariot and a flamer squad. They both deep strike middle of the table to prevent the inquisitor from shooting too much. A daemon prince munch's another executioner, I charge the rough riders with another unit of horrors and a chariot herald. The rough riders kill off one of the horror squads completely but are then wiped out.
Turn #3 Guard
Vendetta's both come in on the right side. Drop off their cargo's and completely wipe out one squad of horrors (so I'm down to 1 unit of them), and 1 of the chariots was destroyed.
Turn #4 Daemons
Both flamer packs and the last chariot comes in, the chariot mishaps and goes back into reserves. A daemon prince munch's the chimera, the other two continue to shoot up guard. The 2 flamer packs, the scribes and a unit of horrors kill both units of vets.
My opponent disagreed with the judges ruling stating that the vendetta wing's are measured vertically for distance (he had tried to put the veteran squads on the side of the table and the vendetta blocking off his squad so I couldn't flame them) and quit. At the time I had killed all 5 of his kill points and he had gotten 2 of mine.
Round #2
Scenario 2: Wreck the Crew
Overview: Your enemy is taunting you and calling you names. Embarrass them in combat!
Line of RetreatUnits that fall back will do so towards the owing player's nearest deployment table edge.
Deployment:Spearhead
Special RulesWrecking Crew Each player must nominate their most expensive unit, as their Wrecking Crew. If more than one unit qualifies, its the owning player's choice. No Independent Characters may join this unit.
Objectives:
Primary (Domination): Players must control standard quarters. Each quarter is worth an amount of primary points. Your opponent's deployment zone is worth 10 points, your own deployment zone is worth 0 points, and the last two are worth 5 points each. In order to control an objective you must have a scoring unit within it and your opponent must have no scoring units in it. Non Scoring units can not contest quarters. A unit may only claim to be in one quarter, and can choose which quarter they are in if they are in multiple ones.
Secondary (Defend at all Costs): To claim the secondary you must control your own deployment quarter. If it is contested, it is a draw, if your opponent owns it, its a loss. (Scoring: Win=15, Draw=7, Loss=0)
Tertiary: Eliminate your opponent's Wrecking Crew. This does not include any dedicated transports taken as part of this selection. Note that both players can achieve this objective and there are no draws. (Scoring: Win=10, Loss=0)
Tactical Bonuses
+1 If your Wrecking Crew is in your opponent's deployment zone.
+1 If your opponent scored 0 points on the Primary.
+1 If you have more surviving Troop Choices than your opponent. Dedicated Transports do not count.
Opponent: Imperial Guard
HQ
Company Command squad w/ special weapons, officer of the fleet
Elite
Marlboro
Troops
Hell if I know. All told there were I think 3 infantry platoons and one veteran squad. With a grand total of something like 160-175 guardsmen.
Fast Attack
3 Sentinnel's w/ multi-lasers, hunter killers
2 Sentinnel's w/ multi-lasers, hunter killers
10 rough riders.
Heavy Support
Leman Russ Battle Tank w/ hull lascannon
Do you ever get this sinking feeling when you start to play a game? Looking at the scenario and then looking at his list I thought to myself this guy is going to have to move like there is no tommorrow for us to be able to get all 5 Turns in. And because of the scenario and his army I'm going to need all those Turns to try to pull out the win. So sure enough we only get through 3 turns and because of his officer of the fleet two of my troop squads are still off the table. He wins because he has small remnants in a couple of the quarters. This one was frustrating because I know with at least the last two turns I would have been able to push the few remnants that got into my area out of my area, not much I can do he gets the win. I do want to say that it didn't look like he was slow playing he just wasn't moving stuff fast enough.
Round #3
Opponent: Tyranids
HQ
Walking Tyrant
Flying Tyrant
Troops
6 Genestealers
6 Genestealers
12 Genestealers
12 Genestealers
18 Hormagaunts
19 Hormagaunts
Heavy Support
CC Carnifex
CC Carnifex
2 Zoanthropes
Scenario 3: Rush to the Crash Site!
Line of RetreatUnits that fall back will do so towards the owing player's nearest deployment table edge.
Deployment: Dawn of War
Overview: A cataclysmic battle has ended in low orbit. A transport ship trying to run the blockade is destroyed and its debris is coming down fast! The ship was carrying powerful technology. Capture the remains at all costs.
Mission Special Rules: Debris Field. At the start of turn 4, Assign each corner a number from 1-4. Roll a
d6, the number corresponds to the corners, reroll a 5-6. Measure out 10
D6 from that corner in a diagonal line. Place an Ordinance template with the center hole at the end of the line.
Objectives:
Primary (Debris Field):The player that controls the Debris Field at the end of the game wins the primary. However, the game must go a minimum of 5 turns. If time is called before turn 5 ends, both players count as failing this objective. (Scoring: Win=20, Draw=10, Loss=0)
Secondary ((Annihilation):The player with the most kill points as defined in the 5th edition
40k rulebook(
pg 91) wins the secondary (Scoring: Win=15, Draw=7, Loss=0)
Tertiary: Eliminate all of the opponent's
HQ choices. This includes any dedicated transports taken as part of a
HQ selection. Note that both players can achieve this objective and there are no draws. (Scoring: Win=10, Loss=0)
Tactical Bonuses
+1 If your most expensive
HQ unit is not fleeing or dead at the end of the game. If two
HQ units qualify as the most expensive (same point value), then either unit surviving will fulfill this tactical bonus.
+1 If your most expensive unit is not fleeing or dead at the end of the game. If two or more units qualify as the most expensive, tan any such unit surviving will fulfill this tactical bonus
+1 If you have more scoring units left at the end of the game than your opponent
I win the roll to go first and take it. She deploys both big gaunt squads and the walking tyrant in the center. I see my golden oppourtinty she isn't able to get 50% coverage in the terrain so I might be able to shoot down one of the gaunt squads before it gets to go.
Turn #1 Daemons
My initial wave was horrors with scribes, all 3 daemon princes, and all 3 chariots. My stuff scatters all over the place and in bad positions, and she roll's awesome on her saves all those shots and I manage to kill 6-8 hormagaunts.
Turn #1 Nids
Her big squad that was strung out charges one of my princes (she was far enough out that only about 10 of them were in range). And the 12 remnantes obliterated the scribes and friends. Her 2 squads of 6 stealers, both fex's, the zoanthropes and the flyrant come on in the northeast quadrant using some tree's for shelter.
Turn #2 Daemons
I get in one squad of screamers, one squad of flamers, and one squad of horror's. Flamer's scatter out of range of the nice juicy clump of stealers and zoanthrope 11 inch's towards the table edge, but they shoot and kill 4 out of 6 of the stealers. The horrors come in on the left side but scatter towards their genestealer friends, they kill the stealers but now provide some bait for the flyrant. I shoot up and assault the hormagaunts that killed the scribes wiping them out. I have a second daemon prince charge in to help the first one out. I deep strick the screamers in trying to block off some of the charges
Turn #2 Nids
The flyrant goes and munch's the horror squad that just dropped. Both units of stealers come in, they munch the screamers and the flamers. I kill more hormagaunts in
hth and actually finish them off.
Turn #3 Daemons
I get in 1 screamer and 2 flamers, the screamers go in my backfield. One suicides in next to the northern large genestealer brood, lands on target, and fry 9 of them, putting a wound on the zoanthrope. The other squad deviates way back I shoot up the walking tyrant who was right in my face, kill off half of the other big squad of stealers.
Turn #3 Nids
Carnifex and 2 remaining stealers charge the 3 flamers that decimated them. The other squad of 6 charges my other 3 flamers. They flyrant all done with his snack moves back towards my lines.
Turn #4 Daemons
We roll for the mine field and it comes in on the northwest side. So it was on my opponents half of the table, but not in the quarter where most of her forces were hanging out. My one squad of horror's comes in, and I drop them near the objective but a bit behind it to the left, they scatter 11 inch's back (so I'm going to have to hoof it to get up to the objective). My other sdquad of screamers comes in and I put them in the backfield. I turbo-boost a unit of screamers in front of his fex and 2 genestealers so that they can't go towards the objective. I then put a ton of shots into the flyrant putting 3 wounds on him. I shoot and charge the 6 man unit of stealers with a chariot herald to lock them down for a bit. I kill his 2 genestealers that could have gotten to the objective. THe other fex finish's off the flamers and get's a massive 6 on the massacre.
Turn #4 Nids.
Flyrant starts racing towards the objective but isn't within charge range of my horrors. The genestealers are locked in
hth with my herald. A zoanthrope perils and dies because it already had a wound. on it. His carnifex assaults my screamers, who take no damage and hold.
Turn #5 Daemons
I shoot up the flyrant, and the zoanthrope. My screamers lose one to the carnifex.
Turn #5 Nids
The last fex continues to run up and the stealers finish off my herald. The screamers hold up the fex for another Turn.
Turn #6 Daemons
I boost the last squad of screamers to block the other fex. Put 4 wounds on the fex (who has 5) and kill off the genestealers. Go go screamer blockaid!
Turn #6 Nids
Her other fex charges the other unit of screamers, wiping them in a Turn, but the other poor fex is still locked in
hth with the screamers at the end of the game.
We tie on kill points, but I get the primary and the tertiary.
Round #4
Opponent: Eldar
HQ
Eldrad
Avatar
Elite
10 Banshees, exarch, wave serpent
8 Fire Dragons, wave serpent
10 Scorpions, exarch
Troops
5 Dire Avengers
5 Dire Avengers
8 Dire Avengers
Heavy Support
Falcon w/ holofield,
eml
Falcon w/ holofield,
eml
Fire Prism w/ holofield
Scenario 4: Epic Encounter
Overview: The objective is to scatter your opponent and claim is territory as well.
Line of RetreatUnits that fall back must do so towards the owning player's long table edge via the shortest possible route.
Mission Special Rules: Objectives. Each player has 3 objectives. Players roll to determine who places first. The first objective either player places must be touching his board edge any were along the table length. The next 4 objectives(2 remaining for eqch player) must be placed within 12" and out side of 6" of the half way point on the table(24" up) and outside of 12" of another objective. Only 2 objectives(not including the one on your board edge) can be on either half of the table.
This mission also has 7 more battle points available to obtain than the other 3 missions.
Deployment

itched Battle
Objectives:
If both players can claim victory on an objective, then both players receive full points for it
Blitz:If you control your opponent's objective that he placed first on his table edge. (Scoring: Win=11 Loss=0)
Capture the Flag: Hold two objectives on your opponents half of the table. (Scoring: Win=11 Loss=0)
Break their Spirit: Destroy or break your opponents most expensive unit. If two or more units qualify as the most expensive, than destroying or breaker either qualifies. (Scoring: Win=11 Loss=0)
They Shall Not Pass: If your opponent has no mobile vehicles or units above half their starting number in your deployment zone you win this objective. (Scoring: Win=11 Loss=0)
Hold the Line: Hold more objectives on your half of the table than your opponent. (Scoring: Win=11 Loss=0)
He wins the roll and chooses to have me go first. He deploys castled up in the northwest corner. From left to right it goes wave serpent w/ fire drangons, wave serpent w/banshees, falcon, falcon, prism. The avatar, scorpions and eldrad are in front in some woods. He reserves his 8 man squad of dire avengers.
Turn #1 Daemons
I get my first wave, so I'm 4 for 4 for this tournament, much different than the last one where I was 3 for 3 the other way. I get in the scribes and changeling, 1 daemon prince, 3 chariots, 3 scramers. All three chariots come in on the northeast (right) hand side of his formation. Scribes and horror's take the objective on my table half, directly away from him. Back up by the daemon prince. All the screamer units come in behind a big hill in the center. I pavane the scorp's but can't quite pull them all out of the woods, and only kill 2 (bad rolls on my part good saves on his). But I actually manage to knock the prism and the falcon down, so no complaining about bad dice for that round!
Turn #1 Eldar
His vehicles shuffle forward as does the avatar and the scorps (but they keep to the terrain for saves). Eldrad fortunes the scorpions and the avatar. I lose a daemon prince.
Turn #2 Daemons
I get in 2 flamer packs, a daemon prince and a horror pack. Horrors go back towards my objective which was in the southeast quadrant. Both flamers come in ready to try and flame the scorpions. I pavane the scorps closer to the flamers and use some screamers to block the avatar from my heralds. Daemon prince comes in near the horror's. This turn sees all the scorpions die, and I take a bunch of pot shots at eldrad but he makes all of them. I whittle the dire avengers that came out of the falcon down to 1 model.
Turn #2 Eldar
Avatar charges 3 flamers and kills them. Eldrad mind wars the scribes killing them. Fortune on the avatar fails.
Turn #3 Daemons
My other horror pack comes in I deep strike them close to his objective in the northwest quadrant. Screamers move up to assault his tanks. I shoot everything and the kitchen sink at the avatar who just doesn't die (I get him down to one wound). And here's where I made my one big mistake of the tournament. I forgot to move a unit of screamers during the assault phase. The worst part being that I had actually immobilized the wave serpent during shooting so I would have gotten auto-hits. What makes it worse is that it would have blocked the exit hatch leaving the banshee's stranded inside, or auto pinned. Trying to lock down eldrad I charge him with 3 flamers and lock him in
hth.
Turn #3 Eldar
Out come the banshees who combo charge the unit of horror's that just came in and a herald on chariot, my squads hold with some minor damage. The avatar charges my other unit of horrors with the changeling (killing none). His dire avengers come in and put a couple of wounds on a herald. He boosts his falcon 24 away from the action.
Turn #4 Daemons
Flamers come in behind the falcon that just boosted across the table shaking it. Eldrad kills the flamers in
hth. I charge the avatar with a daemon prince and kill it, the other daemon prince charges the immobilized wave serpent destroying it. I charge 8 screamers into the massed combat with the banshee's. I shoot the dire avenger squad which goes to ground and kill off the lone dire avenger. I whiff all my attacks against the banshee's and lose almost everything.
Turn #4 Eldar
Eldrad attempts to eldritch storm my changeling, I changeling him and he kills 4 fire dragons instead! The banshees continue to kill stuff. He moves the falcon again. Fire dragons manage to put a wound on the daemon prince.
Turn #5 Daemons
Daemon Prince charge's in and kills off some banshee's but not before they finished off the herald and the horrors. The other daemon prince charge's eldrad, between shooting and
hth it manages to put 2 wounds on eldrad. My flamers hop over and fry the dire avenger squad threatening my objective, and the horrors finish them off (was only able to get 2 in range).
Turn #5 Eldar
He kills the changeling and friend who were making a mad dash for his objective. My Daemon prince finishs off the banshee's.
Turn #6 Daemons
My daemon prince charges eldrad so I get 9 more attacks on him, unable to do anything.
Turn #6 Eldar
The daemon princes kill eldrad!
We both get points for killing the most expensive unit, and I get points for having more units in his deployment zone giving me a 22-11 win. However my opponent had massacred his other 3 opponents and went on to win the tournament, with me coming in 2nd.