Tuesday, July 30, 2013

Quake City Rumble 2013: Games Review

Quake is over (sob!) and now I have to wait another year to get my shot at the Title. Oh, well. That is how Warhammer goes. Here is my Round by Round breakdown of the tournament (much like my prior SAWS post).

Round #1: Ryan Morris - Ogre Kingdoms
Ryan was playing a very cool Ogre Kingdoms army with a lot of tricks. We both comped fairly low (3.5) and so we got to start the tournament out against each other. His list included:
  • Slaughtermaster (388 pts) (General, Level 4, Lore of the Great Maw, Warrior Bane, Hellheart, Talisman of Preservation)
  • Firebelly (205 pts) (Level 2, Sword of Might, Dispel Scroll, Potion of Speed)
  • Bruiser (188 pts) (Battle Standard Bearer, Tormentor Sword, Dragonhelm, Crown of Command, Ironfist, Heavy Armor)
  • Ironguts (523 pts) (11 models, full command, Standard of Discipline)
  • Ogres (291 pts) (8 models, full command)
  • Mournfang Cavalry (230 pts) (3 models, musician and champion)
  • Maneaters (436 pts) (6 models, full command, Poisoned Attacks and Scout, Banner of Eternal Flame)
  • Ironblaster (170 pts)
  • Sabretusks (21 pts) (1 model)
  • Sabretusks (21 pts) (1 model)
  • Sabretusks (21 pts) (1 model)
Ryan and played Scenario 1 "Staking Your Claim" and messed up our deployment. Ryan and I played the deployment zones correctly, but took turns deploying units (rather than deploying an entire army at once) which meant that I was able to out deploy Ryan. I did manage to roll the 6 to "steal" the initiative and go first, but because we took alternate turns deploying I had a huge advantage in this game that I shouldn't have. 

On my first turn I charged Ryan's Mournfang with my Dread Lord that was deployed to see their flank. Ryan held and the Dread Lord broke the unit after killing the champion. This single charge allowed the Dread Lord to run around in Ryan's backfield he was able to eventually accounted for Ryan's Mournfang, the Ironblaster, and the BSB Bruiser (plus catching the fleeing Irongut unit on the turn he charged the unit's flank with a Hydra). 

The other big moment of this game came on my Turn 2 when I had an 11 Power Dice phase and Ryan rolled his Hellheart. I was about 12" away with my mages and he needed to roll a "3". Luckily for me, Ryan rolled a 2 which allowed me to cast Chill Wind on the Maneaters, Word of Pain on the Ironguts, and Plague of Rust on the Ironguts, as well as putting a few wounds on the unit with magic missiles. Giving the unit a -1 armor save made it so that every wound I did with the Reapter Crossbows went through his armor and allowed me to wipe a whole rank off before they charged. Then, on his Turn 2, they were Weapon Skill 1 in the combat against the Black Guard and managed to only kill five models. 

This game ended in a full 20 point win as I was able to get all of the bonus objective points.

Round #2: Don Gillaland - Orcs and Goblins
For Round 2, I played Don and his brutal O&G army. Don has won several Best General awards including Best General at the recent US ETC-style team tournament. His (also) low comping list was:
  • Savage Orc Great Shaman (235 pts) (General, Level 4, Dispel Scroll, Ironcurse Icon)
  • Night Goblin Big Boss (70 pts) (Battle Standard Bearer, Standard of Discipline)
  • Black Orc Big Boss (142 pts) (Warrior Bane, Obsidian Lodestone)
  • Savage Orc Big'uns (428 pts) (38 models, standard bearer)
  • Night Goblin Mob (125 pts) (35 models, musician and standard bearer)
  • Goblin Wolf Riders (60 pts) (5 models, musician)
  • Goblin Wolf Riders (60 pts) (5 models, musician)
  • Troll (35 pts) (1 model)
  • Troll (35 pts) (1 model)
  • Troll (35 pts) (1 model)
  • Night Goblin Squig Herd (300 pts) (30 Squigs and 20 Night Goblins)
  • Night Goblin Squig Herd (300 pts) (30 Squigs and 20 Night Goblins)
  • Goblin Doom Diver Catapult (80 pts)
  • Goblin Doom Diver Catapult (80 pts)
  • Goblin Rock Lobber (85 pts)
  • Goblin Rock Lobber (85 pts)
  • Snotling Pump Wagon (85 pts) (Spiky Roller)
  • Snotling Pump Wagon (70 pts)
  • Mangler Squig (65 pts)
  • Mangler Squig (65 pts)
This game came apart in Turn 4. On Turn 3, my Dread Lord failed a charge and got stuck in the open (this would happen a lot this tournament). He was hit with a Doom Diver and, of course, I promptly rolled four "6s" on the Pendant, killing the Dread Lord outright. Also on Turn 4, I rolled double "1s" on my first spell ending my magic phase when I was in some key combats. Further, on the same turn, my BSB was charged by wolf riders and failed to wound, and then failed to make any wards saves and was promptly killed!!! I lost the game, but was able to gain 2 objective points as my keg unit was still alive and in Don's deployment zone; 10 point loss.

Important things I learned during and after this game: (1) sometimes the dice just want to screw with you; (2) Hydras have seven attacks each, not five (I had two in combat and with several units and lost the combat by two points because I did not attack another four times); (3) crazy things with only a .00001% chance will happen just to increase the dramatic effect of the game (like the loss of both my Dread Lord and poor BSB); and (4) I still hate Doom Divers.

Round #3: Jack Kelley - High Elves
Jack was playing a really tough list and had beaten my friend Fred Whitney from the Hammertime Podcast earlier in the day. His list included tons of the new nasty for the High Elves and I saw many builds similar to this one throughout the weekend on the tables. I expect it to become quite common. His list for Quake was:
  • Archmage (347 pts) (General, Level 4, Lore of Shadow, Book of Hoeth, Talisman of Preservation, Elven Steed)
  • Noble (170 pts) (Battle Standard Bearer, Elven Steed, Sword of Might, Enchanted Shield, Dawnstone)
  • Mage (135 pts) (Level 1, High Magic, Dispel Scroll, Ruby Ring of Ruin)
  • Silver Helms (398 pts) (16 models, full command)
  • Ellyrian Reavers (115 pts) (5 models, musician and standard bearer)
  • Ellyrian Reavers (115 pts) (5 models, musician and standard bearer)
  • Phoenix Guard (375 pts) (20 models, full command, Razor Standard)
  • White Lions of Chrace (353 pts) (21 models, full command, Banner of the World Dragon)
  • Frostheart Phoenix (240 pts)
  • Sisters of Avelorn (140 pts) (10 models)
  • Great Eagle (50 pts)
  • Great Eagle (50 pts)
This game really came down to two errors on Jack's part. The first error was when I charged my Dread Lord into the Frostheart Phoenix. I kept failing to wound over a few rounds of combat and I was locked into combat with the monster. Rather than keep me locked up all game, Jack decided to charge his Silver Helm unit (with the BSB and Archmage) into the combat as well. I then challenged the BSB who withdrew to the rear leaving only a single Silver Helm in combat (who failed to wound me). I was then able to hit rank and file, and killed four of them, winning the combat on Jack's charge. The next round of combat I killed the BSB and the unit and the Frostheart Phoenix broke and I was able to run down the Silver Helms and Archmage, and then on my next turn, chase the phoenix off the board. Giving the Dread Lord an additional unit to attack made it so I could eventually win the combat and gave me roughly 1400 points!

The second error was just an unlucky one. Jack charged my Black Guard with both the Phoenix Guard and the White Lions, but only the Phoenix Guard made it into combat, and then failed to push through any wounds. I then killed several, won the combat, caught the unit and turned to face the White Lions so I could charge them on my turn where I would get re-rolls and Jack wouldn't, was able to give them the 5+ ward save from the Cauldron, and make the unit Weapon Skill 1.

This game ended in a full 20 point victory to me as I was able to get all four bonus points.

Round #4: Ryan Dickson - Lizardmen
Ryan was playing your standard Slann-style Lizardmen army. His list included:
  • Slann Mage-Priest (495 pts) (General, Battle Standard Bearer, Lore of Shadow, Soul of Stone, The Focused Rumination, The Becalming Cogitation, Focus of Mystery, Dispel Scroll, Ironcurse Icon, Standard of Discipline)
  • Saurus Scar-Veteran (161 pts) (Cold One, Dragonhelm, Dawnstone, Venom of the Firefly Frog)
  • Saurus Warriors (450 pts) (35 models, full command)
  • Skink Skirmishers (70 pts) (10 models, blowpipes)
  • Skink Skirmishers (70 pts) (10 models, blowpipes)
  • Skink Skirmishers (70 pts) (10 models, blowpipes)
  • Temple Guard (380 pts) (20 models, full command, Sword of the Hornet)
  • Chameleon Skinks (72 pts) (6 models)
  • Chameleon Skinks (72 pts) (6 models)
  • Terradon Riders (90 pts) (3 models)
  • Cold One Cavalry (175 pts) (5 models)
  • Salamander (80 pts) (extra handler)
  • Salamander (80 pts) (extra handler)
  • Stegadon (235 pts)
Going into this game, I thought I was going to have a really hard time getting to the Slann and taking out the Temple Guard to make Ryan hit his Fortitude Breaking Point. Luckily for me, the Slann miscast on his first attempt to kill a hydra with a pendulum. Ryan re-rolled his initial "10" on the miscast chart and ended up re-rolling the result that does hits to all models in contact with the wizard. The resulting explosion killed eleven of the temple guard and brought the unit to only nine models! Seeing an opportunity, I charged the Dread Lord into combat and over three rounds of combat was able to kill of the entire Temple Guard unit and the Slann. This netted me all of the bonus points for the scenario, plus an additional 300 victory points - meaning that from one combat I gained 1400 victory points. I won this game with the full 20 points. 

Round #5: Mike Scaletti - Warriors of Chaos
Mike was playing an awesome warriors army that he has been using to clean up at tournaments lately. His list was the following:
  • Daemon Prince of Slaanesh (550 pts) (General, Level 4, Lore of Slaanesh, Sword of Striking, Charmed Shield, Dragonbane Gem, Chaos Familiar, Flaming Breath, Scaled Skin, Soul Feeder)
  • Chaos Sorcerer of Slaanesh (161 pts) (Level 1, Lore of Shadow, Dispel Scroll, Enchanted Shield, Chaos Steed)
  • Exalted Hero of Tzeentch (249 pts) (Battle Standard Bearer, Disc of Tzeentch, Talisman of Preservation, Burning Body, Third Eye of Tzeentch)
  • Chaos Chariot of Slaanesh (115 pts)
  • Chaos Chariot of Slaanesh (115 pts)
  • Chaos Chariot of Slaanesh (115 pts)
  • Marauder Horsemen of Slaanesh (95 pts) (5 models, musician, flails)
  • Marauder Horsemen of Slaanesh (95 pts) (5 models, musician, flails)
  • Marauder Horsemen of Slaanesh (95 pts) (5 models, musician, flails)
  • Chaos Warhounds (40 pts)
  • Chaos Warhounds (40 pts)
  • Gorebeast Chariot of Nurgle (140 pts)
  • Chaos Knights (235 pts) (5 models, musician and standard bearer)
  • Chimera (245 pts)
  • Chaos Dwarf Hellcannon (210 pts)
This was a very tough match-up for me because Mike had so many deployments that he was able to out deploy his Daemon Prince and Chimera nearly a table length away from my Dread Lord (who had a really good chance of taking them both down). Instead, my Dread Lord got caught up in the other corner of the board and then failed three decent charges (needing a "7," an "8," and another "7" to hit Mike's chariots and his Daemon Prince). This kept my heavy hitters out of the game while Mike was free to send both the Chimera and the Daemon Prince straight at my lines. In the end, I killed all of the chariots except for the Gorebeast Chariot and cleaned up all of the chaff units. But it was the expense of my crossbowmen, Black Guard, and wizards. The game was a decisive victory for Mike by over 500 points. 

My one shining moment of hope was when the Daemon Prince cascaded on Turn 2 to make the Black Guard strike last against the Chimera, but he managed to not only fail to take a wound, but to also survive the cascade. Drat! In the end, we only made it four turns and I would have liked to have seen what my two Hydras and Dread Lord could have done against the remaining Gorebeast Chariot, wounded Chimera, Hellcannon, Daemon Prince, and Chaos Knights. Though without my magic I recognize that I would most likely end up losing all three units before I got a chance to kill much more. This was a great game to end the tournament and I look forward to the next time Mike and I play.

Friday, July 19, 2013

Hinge Hammer

This is just a quick post to plug my friend Michael Hengl's new Warhammer blog. I know that everyone loves to read as many blogs as possible, so you should add Hengl's to your list. Hengl is a member of the Leadership 2 Warhammer Club and the Tournament Organizer for the Quake City Rumble. He is a great Warhammer General and an all around good guy. That being said, check out his new blog:

http://hingehammer.blogspot.com/

Thursday, July 18, 2013

Quake City Rumble 2013: Results

And with a final throw of dice, QCR 2013 ended. I had a great time at the tournament seeing lots people I don't see to often, like John Bailey who runs the Alamo GT, and the guys who run the Rage Quit Gaming podcast. I also got to play five games of Warhammer, which is a pretty good way to spend the weekend.

The results are up and the winners were:

Best Overall: Mike "Colonel" Sanders (1st); Rex Olivera (2nd); and Dave Inman (3rd)
Best General: Josh Stuart (1st); Joseph Urban (2nd); and Taylor Shiells (3rd)
Best Army: Ryan Smith (1st); Quentin Bohn (2nd); and Larry DeTomosi (3rd)
Best Sports: Steve Castro (1st); Austin Morgan (2nd); and Mark Cox (3rd)
Best Painted: Chris Watson (1st); Tom Van Dyke (2nd); and Tony Pacheco (3rd)
Snake Eyes: Sean Shannon

I place 41st in all out of over 100 players. I ended up going 3 and 2, with decent battle points, but lost a lot of places because of army composition. I think I could have changed a few things without giving up my wins and walked away with 10 more points overall, which would have brought me into the top 15. Or, I could have won another game and placed in the top ten. My scores for the tournament were:

Judge Comp: 3.5 (out of 15) (And yes, I brought a hard as nails and cheap trick Dark Elf army)
Player Comp: 5 (out of 15) (which meant I got an average of 1 from each of my opponents)
Battle Points: 79 (out of 100) (this was my highest battle point score at QCR yet)
Sportsmanship: 30 (out of 30) with one favorite opponent vote for a final score of 32
Paint: 22 (out of 33) (go display board of doom!)

Looking at my scores, I am fairly happy with how they turned out. I brought a very tough list - which made me play also hard lists - but did fairly well with it. I managed to grab a few bonus objective points even with my losses. I got a perfect base Sportsmanship score which is always nice to see and I got the highest paint score I have ever received. Now, I just have a lot more work to do for next year.

Friday, July 12, 2013

Quake City Rumble 2013: My Army List

For this year's Quake City Rumble I am taking Dark Elves! That's right, I said Dark Elves. My list for the tournament is a combination between my desire to out-shoot my opponent and Ben Curry's killing list which I think is a good list against the two armies I expect to see the most: Warriors of Chaos and the new High Elves. My list includes:

Characters:
Dreadlord (287 points)
  • General, Dark Pegasus, Ogre Blade, Charmed Shield, Pendant of Khaeleth, Potion of Foolhardiness, Heavy Armor, Sea Dragon Cloak.
Supreme Sorceress (330 points)
  • Level 4, Dark Magic, Lifetaker, Sacrificial Dagger, Opal Amulet
Hag Queen (225 points)
  • Battle Standard Bearer, Cauldron of Blood
Sorceress (160 points)
  • Level 2, Lore of Metal, Dispel Scroll
The purpose behind my characters are pretty straightforward. The Dreadlord kills monsters and Daemon Princes with his four Strength 6 attacks and takes little damage in return. He can also take down knights and Skullcrushers in the flank. The Supreme Sorceress with Dark Magic kills High Elves, period! Dark Magic is amazing: Chill Wind stops the archer hordes; Word of Pain makes them Weapon Skill 1; and Black Horror kills swathes of Core troops (and is not flaming). The Cauldron of Blood is just plain awesome. Finally, the Level 2 of Metal helps kill warriors and knights. 

Core:
Repeater Crossbowmen (213 points) (18 models, Musician, Standard Bearer, Shields)
Repeater Crossbowmen (202 points) (17 models, Musician, Standard Bearer, Shields)
Dark Riders (131 points) (5 models, Repeater Crossbows, Musician, Standard Bearer)
Dark Riders (131 points) (5 models, Repeater Crossbows, Musician, Standard Bearer)
Harpies (66 points) (6 models)

All of my core, except for the Harpies, shoots! That is how core should work. It should kill things from a distance and put up a few wounds on large creatures before other things can deal with them. The Harpies are there to go after war machines and act as a chaff screen. 

Special:
Black Guard (294 points) (18 models, full command, Banner of Murder)
Witch Elves (55 points) (5 models, Musician)
Witch Elves (55 points) (5 models, Musician)

The Witch Elves act as additional - possibly Stubborn - chaff units that can put out a ton of attacks and can easily whittle through large units of Skavenslaves and other cheap troops. I will use these as re-directors in most of my games and keep them within 12" of the Cauldron so that they will be Stubborn.

Rare:
War Hydra (175 points)
War Hydra (175 points)

I have two Hydras. These models are self explanatory. There is my army. I have a few tricks up my sleeve. Now I just have to see how it will work this weekend.

Thursday, July 11, 2013

Quake City Rumble 2013: Scenarios

As promised, here are the scenarios for this years Quake City Rumble.

Scenario #1: Staking Your Claim
During his circumnavigation of the globe, the great explorer-pirate, Sir Francis Drakenholf stopped at the "Great Bay." His description of the bay and its nearby land has always drawn those seeking to find a place to live away from the "Old World." Recently, news has returned that gold has been found in the nearby hills, igniting a Gold Rush of adventurers from far and wide. After an arduous journey, fending off Dark Elf slavers, reptilian sea monsters, and undead pirates, you have landed at the boom town, San Francisco. Now it a race to "stake a claim" where you hope to make your fortune.
Special Rules: The person who traveled the farthest places the first piece of terrain. The first piece of terrain must be a hill and must be placed in the center of the table. Further, the player who traveled farthest gets a +1 to the die roll to go first.

Deployment: As per Meeting Engagement.

Scenario Objectives: 
  1. Have more models on the center hill than your opponent at the end of the game (2 points)
  2. Destroy your opponent's largest unit by model count (1 point)
  3. Have your highest point core unit be still alive and not fleeing at the end of the game (1 point) 


Scenario #2: The Beer Wench Arrives
Your claim quickly proves to be worth the long journey and your band’s mining efforts quickly yield nuggets of gold. The one problem is that whenever the Schooner “The Beer Wench” sails into port, all mining activity ends -for the Beer Wench carries kegs of the famous dwarven beer, Miner’s XXX Stout! Your fellow miners will not work unless fortified by this delicious brew. Yesterday, the Beer Wench arrived back in port. You took a trusted band of followers down to San Francisco to procure as much as you could. Unfortunately only one keg was available. Disheartened, you start off the next morning to return to the mines. In the early morning light, you see a band of rival miner’s carrying a keg of this brew as well and you determine this is the perfect opportunity to double the amount of beer you can bring back.
Special Rules: Prior to deployment, nominate one non-flying core unit with either a standard or champion to be given the keg. The unit gains the following rules: Stupidity; Immune to Psychology; Stubborn; and may not use a character's leadership for break tests. No character may join (or deploy in) a unit with the keg. If the unit is broken or destroyed in combat (or if destroyed
by other means), it drops the keg. The unit may not voluntarily drop the keg.

The winner of a combat causing the keg to be dropped may choose to pick up the keg if they do not overrun or pursue. After any overrun or pursuit, place the keg as close as possible to the spot where the center of the front rank of the unit was before it was broken or destroyed, but at least an inch away from any unit. A unit may pick up a keg by moving into contact during the remaining moves phase. This ends the unit’s movement immediately (they stop to sample the goods). The keg may only be picked up by a non-flying and non character unit (it does not need a standard or champion). This can be a unit with a character already in it, but once a unit possesses a keg, a character cannot join the unit.

Deployment: As per Dawn Attack. The unit with the keg is treated as rolling a 3-5.

Scenario Objectives:
  1. Hold your opponent's keg at the end of the game (2 points)
  2. Hold onto your own key (1 point)
  3. Have a friendly unit holding a keg in your opponent's half of the board (1 point)


Scenario #3: Tectonic Flux
To find more gold, you have begun to employ wizards to aid in your search. Unfortuantly, the gold in these hills is laced with an unidentified material that screws with users of magic. The most powerful spells fizzle, while the most simple cantrip can blow the head off the wizard (along with anyone close by). This can not be allowed to stop you, so you will just have to stand far away from the wizard prospectors. However, your spies tell you that a nearby mining crew has also started using wizards to aid in their prospecting. You have decided to approach the rival wizards and make an “offer they can’t refuse”.
Special Rules: During each Magic phase, the player whose turn it is rolls a single D6. For the remainder of the magic phase, all Power or Dispel dice results that match the die rolled at the beginning of the phase are disregarded. Also, the player with the fewest magic levels decides who deploys the first unit; roll off if tied.

Additionally, each army has a Divining Rod. This magical doodad has proven to be very useful and  you begin to wonder what it would do if you used it on an enemy. Prior to deployment, nominate one character to carry the divining rod. Bound spell with casting value of 8 (One use only). Nominate 1 model in LoS and within 18”. If successfully cast, destroy one random magic item on the model. If an Irresistible Force is rolled while using the rod, the user takes a ST 10 hit. The  divining rod counts as a magic item.

Deployment: As per Battleline.

Scenario Objectives:
  1. Kill an opposing model that generates and/or channels either Power Dice or Dispel Dice. If your opponent does not have such a model, kill the opposing general (2 points).
  2. Destroy your opponent's most expensive magic item, demonic item, or runic item. An item is destroyed if the bearer is killed, or if the Divining Rod destroyed it, or some other spell and/or effect destroyed it. If your opponent has two or more items that are equal in value, nominate one as your target prior to deployment (1 point).
  3. Have more casting levels than your opponent at the end of the game. If a player starts with zero casting levels, they count as having 1 casting level while the General is alive (1 point).


Scenario #4: Greed is Good
Your claim is staring to play out. However all is not lost, as you have amassed a small fortune. But while a small fortune is good, a large fortune would be better. It is time to send your army of miner’s to stake out more claims, whether by claiming the spot or taking it by force. Just plant your damn flag on it.
Special Rules: The person with the most Fortitude gets a +1 to determine who deploys first. Also, breaking an opponent's Fortitude does not end that game. Rather, it grants that player an additional 300 bonus victory points.

Deployment: As per Blood and Glory

Scenario Objectives:
  1. Control a table quarter (1 point).
  2. Break your opponent's Fortitude (1 point).
  3. Control more table quarters than your opponent (1 point).
  4. Control a table quarter on your opponent's half of the board (1 point).


Scenario #5: I Want it All
You have traveled half way around the world, braved dangers while prospecting, dealt with ornery miners and self destructing wizards and amassed a fortune. There is only one thing keeping you from being the most powerful being in the “Great Bay”, and he is standing across from you. Destroy him and his followers.
Special Rules: Your General hates your opponent's General.

Deployment: As per Battleline.

Scenario Objectives:
  1. Your opponent's General is dead (1 point).
  2. You have more "Character Fortitude" at the end of the game than your opponent. Lord level characters are worth 3, hero level characters are worth 2, and champions are worth 1 "Character Fortitude" (1 point). 
  3. Win the game by more than 500 victory points (1 point).
  4. Have a non-fleeing unit in the enemy's deployment zone at the end of the game (1 point).

Wednesday, July 10, 2013

Quake City Rumble 2013: Preview

This weekend is the annual Quake City Rumble in San Francisco, CA. This is one of the largest, if not the largest Warhammer Fantasy tournament in the United States with over 110 registered players. I always look forward to this tournament as it is a blast to play and brings out some fantastic armies and great generalship from the players.

The tournament is a five (5) round tournament played over two (2) days. All armies are 2,500 points using the standard army building rules except no special characters are allowed. All 8th Edition rules are used with the following exceptions: (1) hills block LOS for non-large models (this is do to the use of 7th Edition GW hill terrain); (2) only 30 models, or 15 Monstrous Infantry, may enter a building; (3) terrain is not fixed (my most favorite rule ever!); and (4) all forests are mysterious, but not other terrain has any special effects.

Awards for the tournament are broken down as follows:
  • Best Overall: Highest combination of all scores.
  • Best General: Highest combination of Battle and Composition scores.
  • Best Army: Highest combination of Composition and Paint.
  • Best Painted: Highest Paint score.
  • Best Sportsman: Highest Sportsmanship score.
  • Player's Choice: Most votes for Player's Choice.
  • Snake-eyes: Lowest Battle score with the highest Sportsmanship score.

Points for the different score categories are as follows:

Battle Scores: The Battle score is worth a possible 100 total points. After each battle, the player's will count up the difference in victory points. You get 16 Battle points for a win over 100+ victory points, 12 Battle Points for a draw within 99 victory points, and 8 Battle Points for a loss over 100+ victory points. Further, each scenario will have a possible 4 bonus Battle points.

Composition Score: The composition score is worth a possible 30 total points. The Composition score is the combination of both player and judge input. The judge score is a maximum of 15 points, and the player score is also a maximum of 15 points. Each list is marked by each of the six composition judges (lowest judge's score is removed) on a three-point scale which delineates that army as fluffy, normal, hard, or over the top. Then, at the tournament, your army list is also marked by each opponent on the same three-point scale to determine your total Composition score.

*Having participated in the tournament for many years, I can say that the judge's Composition scores are always much harder than the player judged scores and that the average player with an average army will have a score between 12 and 20.

Paint Scores: The Paint score is worth a possible 33 total points (three of which are bonus points for a display board). Two painting judges will score each army on a 15 point scale and the two scores added together equals your total Paint score. The Paint Score is broken down as follows:
  • Not Painted (0 pts)
  • Partially Painted (3 pts) 
  • Standard Quality (3 pts)
  • Tournament Quality (3 pts)
  • Fine Detail Quality (3 pts)
  • Master Class Quality (3 pts)
  • Display Base (1-3 pts) (only added once)
Sportsmanship Scores: The Sportsmanship score is worth a possible 40 total points. For each game you will rate your opponent based on the following checklist and each question is worth 1 point:
  • Did my opponent make accurate and fair use of measuring?
  • Did my opponent make it to the table on time?
  • Did my opponent play in a time conscious fashion?
  • Did my opponent play by the rules and abide by any rulings?
  • Did I have fun playing this game of Warhammer?
  • Would I play this opponent again in a non-tournament setting?
In addition to the points above, each player will select one of their opponents as their favorite opponent. Each Best Game vote is worth an additional 2 points.

Tomorrow, I will go over each of the QCR scenarios as well as my new army list (which I have yet to play a game with).
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