It sounds like a decent enough system, and many of the games worked just fine, but others went...not so well. I think originally we had sixteen different armies lined up to play, but when we started to get into it we realized just how long it would take to play the number of games required, we toned it down significantly. Eventually things broke down so much we ended up not even finishing the thing.
Back in those days I wasn't very diligent about keeping records, so I don't remember the brackets, or even all the games we ended up playing. I had some difficult calls to make as GM, some of which didn't go over so well (at least for one of the players, and not always the same one). Naturally, these moments are the ones I remember the most clearly, despite them happening so long ago.
Here are a couple of the highlights (or lowlights) as I remember them.
Empire (Darkwing) vs. Skaven (G)
A short game that lasted but one turn. The skaven army advanced on their first turn. Then the Empire forces fired their battery of seven cannons (3 allowed by the basic army list, +4 mercenary bretonnian cannon--all completely legal). The cannons wrecked several units, which all routed (back then units didn't "break", they routed), causing a wave of panic along the line, and literally the entire skaven army fled. We all thought this was pretty funny, and moved on...
Norse (J) vs. Dwarves (G)
This game didn't go over all that well. It started off with the Dwarf player (G) firing his stone thrower at an innocuous looking infantry unit on the Norse left flank. Unbeknownst to him (and me as well), it contained the army general and his personal bodyguard. Both of us assumed he would be in a central position to lead the army, but J was being sneaky and tried to place him out of the way so he'd be less conspicuous, and therefore appear to be less of a threat. In this case, the plan backfired, and naturally, the stone fell squarely on target, taking three of the general's four wounds, and killing a huge chunk of his housecarls. J was understandably upset by this turn of events, but took his lumps and kept playing.
Then, as the two armies approached in the center of the battlefield, a unit of G's Dwarves charged J's unit of Ulfwerenar. Ulfwerenar are a unit of Norsemen that can shapechange into wolfmen.
I duly went to part 224 in the WFB rulebook and found the rules for Weres.
I read the (extensive) rules. Point 5 states "A player controlling weres may attempt to transmute any unit or character at the beginning of the side's turn." Point 6 discusses bonuses that the player gets to his transmutation roll. Point 7 discusses how the unit would become frenzied if charged--provided that they had already transmuted into wolfmen.
I made the judgment call that Point 5 stated that the the player "may attempt to transmute the unit at the beginning of the side's turn", and since it was the other player's turn, he would not be able to attempt to transmute his unit until it was his turn again (and the first round of combat had already been resolved)
J was upset by this, as he felt very strongly that my interpretation of the rule was incorrect, and was unwilling to budge. His argument was something to the effect that if the unit was charged, it should automatically trigger a transmutation test. He also felt Point 7 should apply--that if the unit was charged, it should automatically become frenzied (wolfman or not). His argument was essentially that his interpretation was correct, or if it wasn't, then the rule as written was made no sense.
In the interests of moving the game along, I suggested the D6 rule, to which G was amenable. That is, roll a D6, and on a 1-3, one rules interpretation would be used, while on a 4-6, the other would be used. J refused to accept that rule as a reasonable way to resolve the dispute. Frustrated, I gave him an ultimatum--either accept D6 roll (or alternatively, my original rules interpretation), or forfeit the game. He chose to forfeit.
Chaos (J) vs. Dwarves (G)
During this battle there was lots of carnage on both sides. Towards the end of the game, the Chaos Sorcerer cast a spell called "Summon Total Power" on himself, which is as badass as it sounds.
That in itself wasn't the problem. The problem was that J wanted to cast it again in a subsequent turn. As far as I could tell, there was nothing in the rules preventing him from doing so, other than the general rule that no characteristic can be raised by a level beyond 10, which would just limit the spell's power, rather than prevent him from casting it. I looked over the magic rules again and again, and found no restriction that said he couldn't cast the spell repeatedly. Perhaps slightly influenced by the events of the the Norse vs. Dwarves game, I decided to allow him to cast it again.
Now his general was Toughness 8 (4+2+2). There was only one thing in the entire remaining Dwarven force that could possibly injure him, and that was a cannon at short range (under 12". If the Chaos Sorcerer moved further away than 12", the cannon wouldn't be able to kill him as the strength of the cannon ball decreased with distance). The cannon had a perfect shot lined up, but it had been fired the previous turn. There was a "heat" rule that said if the cannon had fired in a given turn, it would earn a heat point. This would give it a 1-in-6 chance of blowing up if it fired again in the subsequent turn if it was not allowed to cool down for a full turn. G didn't want to risk it exploding, but I argued that he should fire it--he'd be taking a risk, but it was literally his only shot at killing the Sorcerer--nothing else in his army could damage it. If he waited for the cannon to cool off, the Chaos Sorcerer would have moved out of range, rendering the cannon useless. At that point the Sorcerer would just roam the battlefield, killing all opposition because he was effectively invincible. Eventually I convinced G to fire despite his misgivings, and he said he would hold me responsible if it exploded. He promptly rolled the dice and the cannon exploded. Game over.
* * *
One thing that I did learn from the whole tournament thing, that is by making it a "competition", it immediately created a tension that had not previously existed, reducing the fun. As such it soured me on the whole tournament aspect of playing. Now I know that not all tournament players. I just don't even want to deal with the possibility. That said, I'm older now, as are those I game with, so I might be willing to run another tournament within that group.