sam585:
So the tournament was 3 battles no comp.
First battle was against beastmen, and due to the scenario rules if I lose my highest ranking wizard its a bonus 150points. I miscast rolling 3 6s on 4 dice and am sucked into the warp hemorrhaging 560 points to my opponent. 9-11 loss BUT i could live with that. Everything else I did more or less pretty well. Rockets sniped all of his chairiots when they were in the end zone about to get my artillery and they managed to kill the hell cannon but that was mostly because I derped on monster+handler rules.
Second battle was my Chaos Dwarves vs 60 thunderes, Grim Burlukson 3 bolt throwers, 2 organ guns, 2 cannons, and an anvil. I played aggresively (or as aggressive as I could) taking the entire game to get into him, and surprisingly taking out a unit of Thunderers and Grim on the bottom of turn 6 getting me a 10-10 draw.
And here was the most exciting game of the day Chaos Dwarves versus Ogre Kingdoms.
He ran:
Tyrant with 4++ and Greatweapon
Fire Belly with Flaming breath
BSB with Greatweapon and somesort of armor/ never attacked him
8 Bulls
10 Iron Guts
6 Lead Belchers
2 Mournfang
2 Mournfang
2 Cats
1 Ironblaster

Rules were to move one piece of terrain before deployment, I move a hill to one side of deployment.
I won the roll, plop all my war machines on hill, Infernal in center, hobs on flanks, centaurs on farthest flank, and khans on the sides.
I get ash storm, hell hammer, Flames of Azgorh, Hatred, and fireball.
He deploys his ogres with IG and Bulls center. Mourn fangs were positioned to get in flank charges and cats for chaffing.
He just gets a couple of lore of fire spells.

Movement- Reform Goblins on my right flank to deal with the scouting ogres. I reform 2 wide, this will cost me the unit later. Khans move up for chaffing. Centaurs shift slightly.
Magic- I fail to cast flames with 4 dice.
Shooting- My 20 hobs that moved up take some shots at the mournfang they miss, all my other war machines miss.

Movement- Scouts charge hobs, I stand and shoot reaction doing 1 wound, Sabertusk fails charge on Khan on the right flank. Everything else rushes up.
Magic- He kills my lvl 1 with the ruby ring of ruin…
Shooting- Nothing substantial but the Leadbelchers take one infernal gaurd.

Movement- Operation chaff begins, though not that effectively, from where I was standing it looked a lot better. I thought the Bull unit would have been blocked and not be able to charge my centaurs because of the rock but I was wrong by about a slight inch. It does not show, but the Hellcannon did move up just slightly and out of the arc range for a flank charge next turn.
Magic- I 6 dice flame of Azgorh, he scrolls it.
Shooting- Flame Cannon does 4 wounds to the Ironguts. Throwing knives do no wounds, Rocket Launcher hits the Ironblaster but only does a wound.

Movement- Basically everything charges.
Magic- Nothing
Shooting- I stand and shoot with my 31 hobs and kill an ogre!
CC- Ogre Scouts steam roll my hobs on the right artillery are now completely exposed. The mounrfang steam roll the Khan on the right, the other Mournfang are held up by the unit of 20, which was reduced to 10, The centaurs take a viscous beating from the STR7 Tyrant, but are stubborn. The Ironguts and Leadbelchers do about 4 impact hit wounds, then procede to kill another 8 or 9 Infernal Gaurd, they return damage and do a few wounds nothing substantial the important thing is that they hold.

Movement- Hellcannon gets the flank charge.
Magic- Ashstorm is dispelled but get hatred on the Infernals
Shooting- I fire the flame cannon and the demolishion rocket at the Scouts and wipe the unit out. The other Rocket hits a mournfang with a demolition round killing 1 mournfang and causing the other to panic.
CC- Mournfang wipe out the other goblins and reform. Bulls with tyrant kill another 2 centaurs and then the Tyrant rips my Tauruk in half. They break but are not pursued. The infernal Gaurd with Hellcannon however bring the pain, winning combat, denying steadfast, and then running both units down. Infernal Gaurd are reduced to roughly 14 or 15 (I made a stupid amount of parry saves). Hellcannon gets way down field, and the infernal guard get out of position to be charged by the tyrants unit.

Movement- Everything charges the Hell Cannon. The two Mournfang charge my Infernal Guard. Tyrant repositions his unit.
Magic- nothing
Shooting- Nothing
CC- Mournfang Kill the BSB, but my unit inflicts 1 wound, win combat, and cause the Mournfang to break they do not catch.

Movement- Infernal Guard just move up preparing to charge the Mournfang when they rally.
Magic- 6 dice Flame of Azgorh, and practically delete the bulls unit, they panic and run.
Shooting- Magma finishes the last surviving bull.
CC- nothing

Movement- Mournfang rally, Tyrant Rallies.
Magic- nothing.
Shooting- nothing
CC- nothing

Movement- Charge into Mournfangs with remaining Infernal Guard
Magic- Ashstorm on Tyrant to prevent him from charging.
Shooting- I shoot everything at the tyrant, and manage to kill it with the last rocket.
CC- Infernals win combat and Mournfang run off the table.

Movement- nothing
Magic- nothing
Shooting- nothing
CC- He Finally kills the Hellcannon and reforms everything he has left.

We end the Game after I 6 dice the big flame of Azgorh killing his Ironblaster and Mournfang. Point difference was about 1200-1500 points giving me a 16-4 win.
Overall thoughts – I am going to drop the lvl1 for some more defense on the bsb. The good players (my Ogre opponent regularly gets into top 3 in these tournaments and the dwarf gunline player) target my characters it seems so the mask of the furnace shall be welcomed that and I totally forgot I gave him a 5+ Wardsaves in all my games what a fail.
Unit Specific Thoughts–
Sorcerer Prophet- Besides that one miscast, I love my Sorc Prophet hes amazing, not changing a thing.
BSB- Needs mask of the furnace, and perhaps hand weapon and shield Im starting to think giving him a GW is to risky.
Tauruk- Did what I wanted him to do most games, only died to a ridiculous amount of shooting.
Khans- Amazing wish I could get more, will position them better next time.
Infernal Guard- Performed amazingly, keeping this setup, might try to increase its size, horded every match and they never broke. Game 1 they wiped out a Gor unit, Game 2 they got me the draw versus the dwarves after being reduced to just over 10. And they performed spectacularly in the Ogre game.
Hobs- Same, but broke all the time will actually take off bows the throwing knives are good enough.
Bullcentaurs- Great, still need to use them better might get another centaur if i can find the points.
Rockets- I been hating these for a while, but they redeemed themselves to me in my last game. The demolisher rounds are very useful.
Magmaa- 2 would be nice but 1 is still ALRIGHT.
Hellcannon- Performed spectacularly never leaving home with out, feels way better then a Kdaaii.
Conclusion- Im happy with my list, will make some very minor tweaks, and lastly I won best overall earning a 75 dollar gift card! Hopefully I get some more games in will be posting more stuff as it happens. Thank you for reading, Questions and Comments welcomed!