Ok. Now that Headless Badger Saturday has come and gone, lets get some battle reports in here about their experiences.
Here's mine. For background, the Chicago Battle Bunker ran it totally differently than the official rules with the justification that they are a battle bunker and all the other chicagoland stores were running it normally.
Main differences. No point limit. Plus they split it into 2 separate battles with anything dying not carrying over to the main battle. No expendable magic items that were used carried over either but all multi wound models healed to full between battles.
The first battle was a meeting engagement between the 2 sides with 3 8x4 tables worth of players with each table being independent of the others with respect to magic and combat. On my table was my 5000 point Empire gunline (which was designed around the original scenario with me being the defender of the badger), a 2000 point empire with a tank and a big knight block on my left and a 2000 point tree spirit list on my right. My opponents were a 2000 point skaven facing the other empire player and getting relatively nuked, and a 9000 point Beastmen army that was mostly khorne with a crapload of slannesh casters and a DoW Canno.
Game started at 12:30 and ended at 2:45 (official end time 3pm but a half turn ended at 2:45 and the table voted to end there, which as you will see probably really screwed up the second game)
Evil goes first. Chaos guy moves everything up and manages to pot my war altar with a bouncing cannon shot (went through the detachment that was in front of it). The skaven player moves up (a kid who doesn't get much done outside of dying and draining dispel scrolls.) Good players turn, WE guy treesings up a little bit (20 dispel dice on the chaos side nukes pretty much everything magic wise for us the whole day) and with massed artillery fire we pot a shaggoth, a dragon ogre, some khornegors and his demon prince. Evil, 4 beastherds ambush, 1 fails leadership and comes in on op's side. 3 come in, 2 behind the 2k empire gunline and 1 behind mine. rest of his stuff moves up. Good 2, I helblaster off the herd on my side and Casket steal a crappy spell. The Khornegor unit gets reduced to 7 men thanks to the Goblin Hewer. Evil 3, the ambushing herds charge a cannon and a handgunner unit, breaking both, and something charged my Cursed company, doing 2 wounds in total and fleeing due to losing and being outnumbered by fear. At this point 2:45 has hit and the vote is to stop here. You see the problem now? Evil got 3 turns to good's 2. I was also about to charge a couple things (mainly a non ambushing herd with the skeles and a couple spawns with my beatstick units, and would have shot mroe stuff up).
Terrain gets reset. Outlying tables get a couple buildings and the Headless Badger gets put in the good deployment zone on the center board. Armies also redeploy. The WE player moves to the table to the right since that flank collapsed due to it being kids. On my table, the skaven kid leaves and gets replaced by another skaven with a Bell and a bunch of Jezzails. At this point we are informed that dispel scrolls and the like are NOT renewed.
Good got first turn this time but because of the loss of the WEs on my flank and Tittilating Delusions (WHY DOES THIS SPELL WORK ON IMMUNE TO PSYCH UNITS?
??) and better amushes, the chaos player ended up rolling completely up the flank and taking the badger.
Overall, it got a little frustrating in the end. General consensus from most of the veteran players is that they should have limited it to 2k per player in the end if they were going to screw with it. As it is, the Hanging Tree scenario at the Chicago Bunker is ALSO going to be unlimited points. Because of this, if I can make it to that one, I will have a dozen cannons I think if I can scrounge that many up.