[batrep] Warhammer 40k - Wet Coast Grand Tournament - Daemons of Tzeench incursions

Wet Coast GT 2024 – The setup

I signed up for the Wet Coast GT with the plan to bring my Necrons and their new codex. But 2024 started off busy, leaving me little time for Warhammer 40k, let alone mastering the latest strategies. Rather than stressing about keeping up with the competitive scene, I chose to play with models I just love, switching to my Tzeench Daemons for the tournament. This move let me focus on the fun side of the hobby, without worrying about win/loss ratios or being at the meta's cutting edge.

In the run-up to the GT, I whipped up a display board for my daemons that turned out to be a real showstopper—made with foam rocks and backlit effects. It was a hit, attracting lots of attention and compliments, reminding me why I've been devoted to these colorful characters for years. It's always a boost when someone's amazed by the quirky details, like a daemon with a book for a head.

This meant that I came in with little experience with the current state of 40k as well as an army that is arguably one of the weakest out there.

Big shoutout to Dan and the crew at Mid-table Tactics for organizing such a fantastic tournament! The venue was top-notch, complete with a bar to chill at and they even sorted out lunch for us but while the vegetarian options were covered, there were no vegan options so I came prepared with my own sandwiches.

The gaming tables were a sight to behold, expertly arranged with competitive terrain from MinerCreations. Not only does their stuff look incredible for a full table at that price, but it's also designed to be super compact, making setup and takedown a breeze. The event itself was a blast, offering a brilliant chance to meet some fantastic people, dive into epic games, and explore armies far beyond what my local meta usually offers. It's experiences like these that remind me why I love this community so much.

You can also jump over and check out my awesome display board in detail. Also check some other awesome armies people brought here.

My army list

TZEENTCH DAY OUT (1990 Points)
Chaos Daemons - Daemonic Incursion

LONE CHARACTERS
    • Daemon Prince of Chaos with Wings (195 Points)
    • Kairos Fateweaver (270 Points) - Warlord
    • Lord of Change (285 Points) - Enhancements: The Everstave
    • The Changeling (90 Points)
BATTLELINE AND LEADERS
    • Changecaster (60 Points) + 10x Pink Horrors (140 Points)
    • Fluxmaster (60 Points) + 10x Pink Horrors (140 Points)
OTHER DATASHEETS AND LEADERS
    • Exalted Flamer (65 Points) + 3x Flamers (75 Points)
    • Exalted Flamer (65 Points) + 3x Flamers (75 Points)
    • Exalted Flamer (65 Points) + 3x Flamers (75 Points)
    • Fateskimmer (105 Points) + 6x Screamers (150 Points)
    • 3x Screamers (75 Points)

Game 1 vs Orks

  • Boss Snikrot [85pts]
  • Big Mek in Mega Armour [100pts] (with Grot oiler, Kustom force field, Kustom mega-blasta, Warlord trait: Kunnin’ But Brutal)
  • 3x Big Mek with Shokk Attack Gun [75pts each] (each with Grot assistant)
  • Deffkilla Wartrike [95pts] (with Supa-Cybork Body)
  • 2x Burna Boyz [180pts each] (each unit has 12x Burna Boy with Burnas and Cuttin’ flames, and 3x Spanner with Rokkit launcha)
  • Gretchin [40pts] (10x Gretchin with Close combat weapon and Grot blasta, and a Runtherd)
  • Meganobz [150pts] (5x Meganob with Kombi-weapon and killsaw)
  • 2x Gargantuan Squiggoth [440pts each] (each with Supa-kannon)
  • Trukk [65pts] (with Wreckin' ball)

My first game was unforgettable as I faced Aaron Babyak's Orks, featuring not one, but two custom sculpted Gargantuan Squiggoths. Seriously, who brings that tables?

 "Lookit dem skinny daemons, finkin' dey can stand up to da might of da Orks! On me Squiggoth, we'll stomp 'em flat!" - Big Mek atop his Gargantuan Squigoth.


The match kicked off on a high note for me as I smartly took cover and managed to take down Boss Snikrot with my screamers. However, the tide turned dramatically when one of those behemoth Squiggoths lumbered into the center of the battlefield, right where two objectives were up for grabs due to the "hidden supplies" mission.



Aaron had warned me that these monsters could dish out TWELVE DAMAGE PER HIT, but that kind of firepower didn't really hit home until I watched in horror as two failed saves resulted in my Lord of Change being obliterated in one combat round. That moment was a painful realization of just how brutal these creatures could be. Despite the setback, the game remained intensely close, ending with a narrow 76-87 victory for the Orks. It was a hard-fought battle that showcased the thrill and unpredictability of Warhammer games.



"Dem skinny daemons ain't no fun. Dey just poof away when ya krump 'em! No good loot, no good fight. Let's go find some proper scrap!" - Big Mek, disappointedly rallying his Orks for another fight.


Aaron was truly a great guy and an awesome opponent, what a fantastic Warhammer match. Fighting orks was, as you'd expect, fun. Him belting out a WAAAAAAGH that filled the room with energy and all. He generosity extended beyond the battlefield as he offered snacks and beverages, making the game feel like a gathering of friends rather than a competitive showdown. the perfect setup for an unforgettable tournament day. 

Game 2 vs Knights

  • Cerastus Knight Lancer [495pts]: With Banner of Macharius Triumphant and Cerastus shock lance.
  • Knight Castellan [525pts]: Equipped with Plasma decimator, Titanic feet, 2x Twin meltagun, Volcano lance, and a Shieldbreaker missile launcher with 2 twin siegebreaker cannons as Warlord.
  • Questoris Knight Styrix [485pts]: Armed with Graviton crusher, Mythic Hero, Volkite chierovile, Hekaton siege claw, and twin rad cleanser.
  • 2x Armiger Helverin [140pts each]: Each with 2x Armiger autocannon and Questoris heavy stubber.
  • Armiger Warglaive [150pts]: With Meltagun, Reaper chain-cleaver, and Thermal spear.
  • Inquisitor [55pts]: With Combi-weapon, Inquisitorial melee weapon, and Psychic gifts.
Game 2 turned out to be an incredible and rewarding match against 40k Farva, whose army was led by his custom "Doomslayer" Inquisitor, steering a house of knights into apocalyptic confrontations.


"Deploying in the name of the Emperor. These daemons shall find no purchase on this world." - Inquisitor Doomslayer, readying his knights.


What scenario could be more fitting than a daemonic incursion to match his theme, especially with the mission dubbed "the ritual"? 


The game kicked off with action, the Knight Lancer's 14'' movement proving to be a game-changer from the get-go.



I strategically leveraged the combined firepower of my Lord of Change and Kairos to target his Armigers, simultaneously flooding the board with pink horrors and flamers. The Knight Styrix found itself embroiled in an ongoing struggle to cleanse its objective marker of pink horrors, a task made increasingly difficult as my greater daemons cleverly evaded the Castellan's overwhelming firepower and the Lancer's aggressive maneuvers.




The game reached its climax when I successfully overran his home objective with a full-blown daemon incursion, effectively taking out his lone Inquisitor. This left his formidable trio of knights to wrestle control over all objectives single-handedly. Despite their valiant efforts, the Lancer's tank shock, delivering mortal wounds with every charge, ultimately sealed my fate, and the game concluded with a narrow 59 to 69 victory for the knights.




"Victory, though costly, is ours. The wreckage of these machines shall fuel our war efforts henceforth." - Inquisitor Doomslayer, from the teleportarium of his battleship, after teleporting out of his overrun position.

Reflecting on this match, I felt a profound sense of growth, recognizing areas for strategic improvement that, with a bit of tweaking, could have tipped the scales in my favor. Yet, the wisdom gained from hindsight, while valuable, remains a lesson for future endeavors rather than a remedy for past encounters. With newfound insights and determination, I eagerly anticipated round 3.

Game 3 vs Thousand Sons

  • Ahriman [130 Points]: Black Staff of Ahriman, Inferno bolt pistol, Psychic Stalk.
  • 2x Exalted Sorcerer on Disc of Tzeentch [115 Points each]: Arcane Fire, Force weapon, Plasma pistol, Prosperine khopesh.
  • Infernal Master [105 Points]: Force weapon, Inferno bolt pistol, Screamer Invocation, Enhancements: Arcane Vortex.
  • Infernal Master [110 Points]: Force weapon, Inferno bolt pistol, Screamer Invocation, Enhancements: Umbralefic Crystal.
  • Magnus the Red [440 Points]: Warlord, Blade of Magnus, Gaze of Magnus, Tzeentch’s Firestorm.
  • Thousand Sons Daemon Prince [205 Points]: Hellforged weapons, Infernal cannon, Enhancements: Lord of Forbidden Lore.
  • 2x Rubric Marines [105 Points each]: Aspiring Sorcerer with Force weapon, Warpflame pistol, Warpsmite, 4x Rubric Marines with Close combat weapon, Icon of Flame, 3x Inferno boltgun, 1x Soulreaper cannon.
  • Rubric Marines [210 Points]: Aspiring Sorcerer with Force weapon, Warpflame pistol, Warpsmite, 9x Rubric Marines with Close combat weapon, Icon of Flame, 9x Warpflamer.
  • 2x Tzaangors [65 Points each]: Twistbray with Tzaangor blades, 9x Tzaangors with Tzaangor blades.
  • 2x Thousand Sons Chaos Spawn [65 Points each]: 2x Chaos Spawn with Hideous mutations.
  • 2x Tzaangor Enlightened [45 Points each]: Aviarch with Divining spear, 2x Enlightened with Divining spears.
The third round of a tournament, especially after two losses, is where you find yourself at a real crossroads, facing opponents who might have simply been unlucky rather than outclassed in their earlier matches. This was precisely the scenario when I squared off against Carson Sawatsky and his formidable Thousand Sons. 
Going into the game, I couldn't help but feel daunted, yet Carson turned out to be an incredible opponent. Not only was he a fellow Daemon enthusiast, but his sportsmanship and skill made the match a standout moment of the day, even as we were both showing signs of fatigue from the long battles that had been fought so far.

 "Ah, to bask in the shadow of our Primarch! His mastery over these daemons is unparalleled." - Tzaangor hordes, eager for battle.

The battlefield for our clash was nothing short of a scene from a sorcerer's dream: Magnus the Red and his Thousand Sons pitted against a horde of Tzeentch Daemons, all set on a mission named "sites of power." The setting was eerily reminiscent of a typical Tuesday morning in the realm of Magnus, with pink and cream buildings that seemed to glow with the light of warp storms. It was as thematic as it was intense.


The match was a tough one, showcasing the brutal truth that whatever tricks the Daemons could pull with our 1/4 of a codex, the Thousand Sons seemed to do it better, and then some. Despite my best efforts to maneuver and claim objectives, the towering presence of Magnus loomed over every decision I made, and perhaps overly so. Carson played a masterful game, deploying his units with precision while I managed to take out his key hammers — all his warpflamers – Magnus always stood. When the Primarch took center stage, he decisively took down my Lord of Change, cementing a 58-89 victory for the Thousand Sons.

"Magnus's might is undisputed. Witnessing his power over our god's greatest daemons was an honor beyond measure." - Tzaangor, now Enlightened.

I like to think that this whole battle is like Magnus' daily morning workouts.


Despite the defeat, the game was incredibly enriching. Carson's insights into the rules and his willingness to point out details I had overlooked about my own units were invaluable. It was a learning experience that went beyond the typical post-game reflection, giving me plenty to think about for my strategies in the next rounds. Armed with this newfound knowledge, I returned home, already planning how to apply these lessons from round 4 the next day, grateful for the challenge and the chance to grow.

Game 4 vs Astra Millitarum

  • Lord Solar Leontus [125 points]
  • Platoon Command Squad [60 points]
  • Regimental Enginseer [45 points]
  • 2x Tank Commander [205 points each]
  • Ursula Creed [55 points]
  • 5x Infantry Squad [60 points each]
  • Chimera [70 points]
  • Bullgryn Squad [160 points]
  • 2x Manticore [180 points each]
  • Rogal Dorn Battle Tank [260 points]
  • Scout Sentinels [60 points]
  • Callidus Assassin [90 points]
Game four pitted me against Dan Hope and his Astra Militarum, though to call them merely that would be to overlook the artistry of his army. Dan had transformed his forces into a band of renegades, fighting to free the Imperium from the tyranny of the corpse-emperor. Each model, from the humble guardsman to the imposing tanks, was a rebel with a cause, battling for a new dawn in the grim darkness of the 41st millennium.



"Me go. Me fight big ghosties. Me show 'em big smash!" - Ogryn bone-ead, barreling towards the battle.

Luck, or perhaps the capricious will of Tzeentch, had it that Dan was acquainted with my previous opponent, Carson, which meant he came well-prepared for my Tzeentch daemons. His strategy was relentless, pushing forward without giving an inch, and meticulously securing his backfield against any daemon incursions. The mission's Vital Ground rule, however, removed the center objective, allowing me a chance to consolidate my forces around a single point in no-man's land and still cover the whole midfield under the shadow of chaos, a real boon to my forces!


Adopting a "denied flank" strategy, I aimed to steer clear of his Rogal Dorn Battle Tank, a behemoth whose presence dictated the flow of battle. 




"Big fight done. Me did good for boss. Ghosties gone, me go for GLORY NOW." - Lone Ogryn, as he dives heroically into the warp rift.

Yet, the defining moment came from an unexpected quarter (or at least unexpected to me, Dan was planning this all along): Ogryns. Their slow but unyielding advance across the east field blindsided me as they stormed my home objective, preventing me from scoring the "Defend the Stronghold" secondary mission and losing vital primary points. Despite me felling all but the last of the Ogryn brutes, a fearsome giant among men, it charged into a warp rift, sealing it with his sheer force of will.

Though the battle had leaned in his favor from the start, this decisive maneuver ensured Dan's victory, ending the match with a 49-71 score in favor of the renegade guard. The loss was a tough pill to swallow, but the fight was exhilarating, teaching me more about flexibility and the importance of anticipating my opponent's moves. Game five awaits, and with it, a chance for redemption and perhaps, a twist of fate courtesy of Tzeentch.

Game 5 vs Death Guard

  • Death Guard Sorcerer in Terminator Armour [85 points]: Chainfist, Curse of the Leper, Plague combi-bolter, Enhancement: Deadly Pathogen.
  • Lord of Virulence [80 points]: Heavy plague fist, Twin plague spewer.
  • Mortarion [325 points]: Warlord, Rotwind, Silence, The Lantern.
  • Typhus [80 points]: Master-crafted manreaper.
  • Deathshroud Terminators [120 points]: 1x Deathshroud Champion, 2x Deathshroud Terminator.
  • 2x Deathshroud Terminators [240 points each]: 1x Deathshroud Champion, 5x Deathshroud Terminator.
  • 3x Foetid Bloat-Drone [90 points each]: Fleshmower, Plague probe.
  • 2x Myphitic Blight-Haulers [100 points each]: Bile spurt, Gnashing maw, Missile launcher, Multi-melta.
  • 2x Plagueburst Crawler [180 points each]: Armoured tracks, 2x Entropy cannon, Heavy slugger, Plagueburst mortar.
Game five was a memorable one against Rafael Wood and his uniquely themed Death Guard army. His deployment strategy was formidable, laying down a line of heavy hitters including Mortarion, tanks, drones, and keeping all his terminator squads in reserves, ready to strike with devastating effect.

Rafael's forces were a visual spectacle, showcasing an "underwater" theme with units adorned in corals, tentacles, and layers of rust, making it clear he had poured both creativity and skill into their creation. 


"We march upon this Tzeentchian soil, another conquest in the Plague Father's name. Their resistance shall be futile." - Mortarion, launching the assault.


The mission, Scorched Earth, played to my advantage, allowing me to raze and destroy objectives to deny Rafael a flank. This was accomplished with a distant pack of pink horrors, imposing the "shadow of the warp" rule across the battlefield with strategic ease. Despite his potent shooting capabilities, Rafael struggled to clear my endlessly splitting horde of pink horrors on the west front. Meanwhile, on the east, the objective I had razed became a barren no-man's land, contributing nothing to his efforts.


My greater daemons excelled in sniping his drones as they attempted to make headway, maintaining control over the flow of battle. The arrival of his terminator squads from reserves signaled a shift in momentum, but I was prepared. A full unit of Screamers, led by a Fateskimmer, was deployed to block their advance. This move proved crucial, decimating an entire terminator unit until only their champion remained. Although this leader proved resilient, enduring a barrage of firepower, it ultimately fell.


"This soil is cursed, the cost too great even for the Deathshroud. We withdraw for now, let our corpses fester and we will be back..." - Mortarion, contemplating his next step.

In a twist of strategy, the horrors that had razed the east front materialized in Rafael's backfield, scoring secondary points and posing a direct threat to his base. This maneuver cemented my first victory of the tournament with an 85-77 score. Despite my years of experience giving me an edge, the game was a testament to Rafael's mastery and strategic prowess. It was a hard-fought victory that I’ll remember fondly, and I eagerly look forward to facing him and his stunning army in future battles.

Game 6 vs Adeptus Mechanicus

  • Skitarii Marshal [55 points]: Control stave, Mechanicus pistol, Enhancement: Peerless Eradicator.
  • Sydonian Skatros [65 points]: Mechanicus pistol, Radium jezzail, Sydonian feet.
  • Tech-Priest Enginseer [70 points]: Warlord, Mechanicus pistol, Omnissian axe, Servo-arm, Enhancement: Radial Suffusion.
  • Skitarii Vanguard [80 points]: Skitarii Vanguard Alpha with Radium carbine, plus 9x Skitarii Vanguard with an Arc rifle, an Omnispex, a Plasma caliver, a Transuranic arquebus, and Radium carbines.
  • Skorpius Dunerider [80 points]: Armoured hull, Cognis heavy stubber array.
  • 3x Ironstrider Ballistarii [150 points each]: Each with Twin cognis lascannon.
  • 2x Pteraxii Sterylizors [65 points each]: Each squad includes a Pteraxii Sterylizor Alpha and 4x Pteraxii Sterylizors with Phosphor torch and Pteraxii talons.
  • Serberys Raiders [60 points]: Serberys Raider Alpha and 2x Serberys Raider with Galvanic carbines and an Enhanced data-tether.
  • Serberys Sulphurhounds [55 points]: Serberys Sulphurhound Alpha and 2x Serberys Sulphurhound with Phosphor pistols and Sulphur breath.
  • 3x Sydonian Dragoons with Radium Jezzails [135 points each]: Each squad includes 3x Sydonian Dragoons with Radium jezzails.
  • 3x Sydonian Dragoons with Taser Lances [180 points each]: Each squad includes 3x Sydonian Dragoons with Taser lances.
Game six, the final round of the tournament, found me facing off against Michael Genoni and his Adeptus Mechanicus. Michael's army was a masterclass in creativity, a 100% converted collection that drew its aesthetic from a "Victorian steampunk" theme, peppered with influences from video games and anime. To say his army was impressive would be an understatement; it was both an inspiration and a privilege to face such a dedicated enthusiast in the hobby.



"Calculations set. Deploy the dragoons. Victory is statistically assured against these chaos spawn." - Skitarii Marshal, initiating battle plans.


The mission was Purge the Foe, a straightforward yet brutal clash focused on controlling objectives and eliminating enemy units. Michael's forces boasted formidable firepower, capable of striking from afar with long-range weaponry and swift, far-reaching charges. My strategy had to be cunning, leveraging the infinite hordes of Tzeentch's horrors against his technological might, and using terrain to shield my greater daemons from his potent attacks.



His Sydonian Dragoons were relentless, charging across every front in a bold attempt to break my lines. 

Yet, the inherent resilience of my pink horrors, with their ability to multiply under assault, and the ferocity of my Screamers, led by Fluxxion atop his fateskimmer granting them Lethal Hits for their -2AP dmg2 bites, allowed me to counter his advances effectively. Our forces clashed with a fury, the battlefield becoming a chaotic maelstrom of magic and machinery.



In the thick of battle, figures of legend themselves had joined the fray...


Gandalf himself charged the middle and faced-off against Mukati the Fluxmaster in a pivotal clash for the central objective. But charge made was met with arcane spells and mutating flames. The greater daemons would snipe off anyone that dared charge out into the open, and invulnerable saves kept my forces safe from his incredible firepower.



"Illogical... the data does not converge. More daemons than slain? Fall back! This anathema defies all reason!" - Skitarii Marshal, ordering a strategic retreat in frustration.


Despite Michael's calculated precision and strategic mastery, the unpredictable and chaotic nature of my daemons proved overwhelming. In the end, the sheer anathema of chaos secured me a solid 89-59 victory. Reflecting on the game, I felt immense gratitude for the opportunity to engage in such an exhilarating match against Michael and his exquisitely crafted army. It was a fitting end to the tournament, leaving me inspired and looking forward to our next encounter on the battlefield.

Conclusion


As the dust settled on the tournament, my journey through the event unfolded much as I had anticipated. Going into the fray without any grand ambitions of victory, I emerged with a record of 2 wins and 4 losses. The battles were fiercely contested, some teetering on the edge of victory before ultimately swaying the other way. This outcome was not wholly unexpected; my practice with the daemons in the 10th edition was limited to a single game, and the transition from the 9th felt both refreshing and unfamiliar. The tactics and dynamics of daemon play have evolved significantly since the Nephilim era, presenting both a challenge and an opportunity for growth.

Scoring 416 battle points over the course of the tournament translated to an average of 70 points per game. While not a spectacular performance, it reflects a solid foundation with considerable potential for improvement, especially considering the inherent limitations of my chosen army. Yet, the true measure of the tournament's success was not found in the win-loss records or points scored, but in the incredible people I had the privilege to meet and compete against. The event was a vibrant showcase of passion for the hobby, with each game offering a glimpse into the creativity and dedication of the Warhammer community.

Every opponent got a Mark of Tzeench sticker as a memento. For some it was a glory, for others, a taint in their honor.


In closing, I extend my heartfelt thanks to Dan and his team for orchestrating such a fantastic event. Their hard work and dedication created a space for camaraderie, competition, and the celebration of our shared love for the hobby. As I reflect on the tournament, I'm left with not just memories of battles fought and lessons learned, but also a renewed appreciation for the diverse and welcoming community that makes Warhammer such a rewarding experience. Here's to many more games, new friendships, and the continuous journey of improvement in this incredible hobby.

Comments