Richard's Storm of Magic tournament for Warhammer Fantasy. We had a few people no-show but still had 6 of us playing. It was a smaller than usual turnout but many of the local Warhammer players aren't a fan of Storm of Magic.
I had three good games and came in last or next to last.
We did get to have Fimir versus Fimir action, though, and I think it is very cool that him and I had different ideas as to how a Fimir would look.
He ended up winning in a decisive manner but this was one of those games that made me a better player. I realized how badly I deployed and how badly I spent the rest of my Movement phases and I hope to learn from those mistakes. I'm very thankful for this game, and actually all of my games against Joey in the last month, for giving me something to think about and helping me become a better player.
This tournament was a lot of fun and I'm glad to have played so much Storm of Magic. I think it's a fun alternate way to play and will be awesome in campaigns.
The only complaint I have is that the entire game came down to capturing Arcane Fulcrums. It feels a little bit like the worst part of 40k where you try to capture objectives on the last turn. The major difference is that instead of stopping an enemy's Tank Shocks you're trying to stop their Magical Duels. I feel that holding a Fulcrum gives you a lot of advantages to winning and that they should contribute additional Victory Points at the end of the game, or something similar. Even still, Richard did a great job of having bonus points matter a lot more than simply winning the battles and this made each game a lot more interesting than it otherwise would have been.
I'm very thankful for this tournament since it got me out playing some games against some awesome people, inspired me to paint my Arcane Fulcrums and make a Fimir, and play around with other Lores I don't normally get to use.