[Escalation Campaign] F-XV HALO Cadre / Ke'lshan Rangers

Cadres who fought and bled under 6th edition rules.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#19 » Jan 02 2014 10:03

My Avatar: I was stuck between Riptide and XV107. A lot of my choice came down to what could live better in Arena fights and Zone Mortalis missions. That being said, I have had very little play time with the XV107 comparatively, so I am leaning that directions. I am also back to Tau instead of Farsight. My work on my Ke'lshan has been slightly too motivating.
1) XV8: Low points cost, very adaptable.
2) XV104: mid points cost, too big for some things, adaptable armaments.
3) XV107: most survivable, no air attacks, limited adaptability.
The battle is tonight...

I could also be a baggage Krootox...
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#20 » Jan 02 2014 02:29

Crusade of Fire:
Necron player: Avatar - TBD
Tau player: Avatar - TBD (Was Riptide last I knew)

Force of Ruin:
Chaos (demons): Avatar - Bloodthirster or Great unclean one
Tau (vay) Ke'lshan: Avatar - XV107
Nids player: Avatar - TBD

No Mercs or 3rd force yet. We have been missing a few players for the last few holiday months.

My campaign trait is the one where you need to grab key terrain on the map so I will have some very spread out flags. We are at 500 points, and I am going to field the same list I built for the limited FOC discussion. (The chaos player still wants me to field an Ethereal (I almost never field them)

HQ - Ethereal
T - 6 FW
T - 6 FW
E - XV8 Dual flamers
F - 4 Pathfinders
H - XV107
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#21 » Jan 03 2014 12:48

Battles raged across the sub-sector.

Phase 1, Turn 1, Battle 1
Tau VS Necrons
The battle to our left was Nids vs Chaos/Chaos

The planet was Alfrost. The fight is city fight for control of the spaceport. Sub-Zero is in effect. We have the space port and a shield generator to help our defense.
Turn 1:
Necrons are on a city wide invasion. Inside of the safety of my XV107 I spot the odd shimmers in the sky first. Fifteen orbital rounds impacted the landing pad all around my suit. Sensors and heat shielding red lined but the impacts did not penetrate my armor. Firewarriors and our Ethereal came up from below the shield to see the necron forces advance into the city, our city. I shoot some pulse clusters into the enemy command chariot with little effect, the stim injection tells me that I also took a close to lethal dose of radiation at the same time. The necron advance continued, the chariot flying towards our position.

Turn 2:
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Pathfinders across the city start beam lighting necron positions for our Firewarriors. I look from my position down at the chariot flying at our commander. Moving forward, cluster munitions blasting, stim injections injecting (another failed Nova), and at the last second I realize what I must do. I jump down and ram the chariot with all of the XV107 might. Its explosion rips around my suit. But the necron that exits seems to care little. The whispers in the system start then, targeting sensors... the suit is ripping it's self apart... And then the blade... straight through... vision going black... ---comms out---

Turn 3-7
Tau infantry and necron infantry blast each other through out the city...
Battle reports indicate that the remaining FW's and pathfinders with the guidance of the ethereal held off the rest of the necron advance. The nodal sacrifice of Shas'O Vay saved the Ethereal but cost him a trip too the med bay.
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The last of the necrons behind the wall, the red arrow shows where my XV107 fell.

Thoughts: The fight between my "big guy" and the "Necron Big guy" was epic when paired with the orbital bombardments. We both just kinda died and left the whole city too Necron and Tau infantry too go at each other. Too all those that say a XV107 can not die, a Necron warlord with a war scythe and scarabs sure can get'er done. Every list across our group has something that can do it. Some more then others, but he is very kill-able with assault and tricks.

Battle 2
Planet Majoris Prime - Hive world

Chaos/Tau VS Tau/Necron
City fight for the Hive Cities.

We took the city, the forces of the Tau and Necron retreated into the poorer sub-districts and engaged chaos and Nids fighting there. A perfect but unusual victory. No pictures as the fight went "odd". The enemy just fell back, and we took the city.

(The 2 city fights happened next to each other and forces could go into other parts of the city. The special rule made for a very confusing moment for the Nids and Chaos in hive city downtown. Needless to say my partner continued the hunt after their forces on their retreat out of our sector. Meanwhile chaos held their victory against the Nids and captured the south side of the city.)

Currant Veterans
Ethereal - Tank hunter, Fearless
Ke'lshan FW team - Move through cover
XV107 - PE


Next game, Tau/Demons VS Tau/Chaos on the demon world Jankata. I hate demon worlds...
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#22 » Jan 05 2014 06:05

Part 2 of turn 1:
Looking at dropping the XV8 for a Tetra to get an adaptation bonus.
or
Drop both pathfinders and XV8 for Tetra and Piranha.

I have roughly 72 points and I am game for fielding what ever really if some one wants another unit field tested.

We are also looking at letting people form Kill Teams that can jump into a game with the goal of killing a teams avatar or both(?). You can not kill team a fight that involves your faction. Kill teams are locked to your faction or Allied Faction.

I still need to think of an Allied faction :(
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#23 » Jan 07 2014 03:48

We now have 3 factions. Not the real team names but fun.

The Good (Crusade of Fire)Controls 20%
Tau
Necrons

The Bad (Forces of Ruin)Controls 50%
Tau < Me
Chaos (Demons)
Nids

And the ninjas... (Forces of Prophet)Controls 40%
Chaos SM
Chaos SM

We are also adding to special rules for missions. You can now deploy a Kill Team to hunt a player in games where your side has no claim. Example, The Good is fighting the Bad and hires some Ninjas to kill the Bad teams Avatar. There are a number of fun and balance reasons for this addition, think a good game of risk and how it is won. The enemy of my enemy is my merc for enough "stuff".

Kill teams have been added to the game, they are taken from your fixed primary or allied codex. These kill teams can be deployed to a battle your faction is not involved in to hunt a player/players. You deploy them in turn sync with the enemy commander of your target.

Kill Team kills Player is 3 CP for Kill Team
Player lives is 1 CP for player
Players army kills Kill Team +2 CP for Player
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#24 » Jan 09 2014 12:11

500 PT for Part 2 of Turn 1

Ethereal (Aun Truth Via Logical Fallacy) - Not chaos corrupted, but tasked with an "inquisitorial" review of the dark arts. A hard task for a creature apart form the warp. She holds a logical improbability engine to help correlate the truth, the not true, and the un-truth from her interaction with the warp. Apple, the AI behind the logical improbability engine might be corrupted or might not be. The human term "Schrödinger's cat" was used as a reference in its fault description on its last corruption self review.

"I am fine, but I have errors."

"What Errors?"

"There are no Errors, but I can not identify if I am fine."

---
XV107 (Vay the III, Son born on Ke'lshan) My avatar for this campaign. The Nova reactors on the XV107 are powering the "Apple" and providing the structure needed to make the device possible. Mathematically speaking, the Apple needs the perfect numbers of a star that is near nova death to evaluate the "Truth". The power and "synergy" of this event seems key to its function.

"What do you mean, can the Apple be (happy)?" Asked 9 seconds after the support stim injections reacted to a nova exposure.
---
Team 1 Ke'lshan Rangers (FW)
3 Ke'lshan Rangers
3 Hero's of the Empire (Rare models I enjoy playing)
---
Team 2 Ke'lshan Rangers (PF)
4 Ke'lshan Rangers (Target Recon Role)
---
Adaptation (New)
Kroot Merc Team (The Head hunters Crew)
--- --- ---
Kill Team 1: (New)
Code name: Raven Down
5 XV25
1 XV25, FB, ML-TL, Vre

Or

Kill Team 2: (New)
Code name: The Crew
1 XV8 Dual Flamer: FSE fire specialist "The Light"
1 XT8 Flamer BC: D'yanoi sept "The Relic"
1 XV8 Dual Mpods: Tau sept "The Rain"
1 XV9 Dual TL BC: Ke'lshan sept "The Metal"
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#25 » Jan 10 2014 11:09

Turn 1 Battle 2

0430 - 6 miles north of the starport in the town of Hellscar.

Warning alarms start wailing. 45 Seconds until artillery impact, counter batteries are returning fire.

Vay climbs onto the sky sheild landing pad near the main tower for a look down the main street. Cultists and Tau scuttle for safety under their sky shield, sensors indicate our forces made it in time as well under ours. The whispering ones formed from nothing as if perfectly timed then through out the city. And even more oddly the artillery was pre-aimed for their leader, the bird looking fella, and not our positions. Four high explosive rounds blasted the monster and the area around him, but his form stayed real. The sounds from across the city indicated the cultists were not "all" under the sky shield enough.

Panning out the forces of chaos on both sides B-lined to the defense positions of their enemy. The weak reality of Junkatta flexing to the Demon Princes wills in a war of will over reality. Ke'lshan forces and the Cron-tau followed their doctrines and fired into the killing field forming between the forces. One by one the Demon Princes fell, and the main street became a carpet of the dead. Cron-tau Deathrains with a Raven spitting missiles as the Ke'lshen fired cluster pulses and all the while the "living" cultists and Vay's headhunter Kroot pack weaved through the city taking the ruins.

By the 4th round of exchange the tide was turned by nurglings of all things, they gleefully found the cultists in the south most building and "Played" with them. The laughter and horrible screaming was difficult to block out, but was a sure sign that the tide was changing. Up until this point the cultists had control of 70% of the city. Kroot undaunted pushed in and flagged the last 2 ruins they could get before the Deathrains finally got too ending them. Mpods bursting down the main street broke the Kroot, and as Vay watched from the Skyshield he knew that these XV8 pilots would be back... but the day was ours and now we controlled the spaceport.

Mean while in orbit around Veth on the city fragment known as asteroid 234rt7646 kill teams were rapidly inserting to recover an unidentified power source. The rock was laced with explosives that had armed on the asteroids re-entry from the warp. The power source seemed to be a crystal of unknown origins. The forces of the Prophet raced into the city-roid and located the signal, but as kill teams across the city-roid started finding and killing each other the forces of the demons found them first. Quick and bloody the demons barely got the item from them as sections of the meteor started to explode. All but one section that the forces of order has disabled. Across all the planets, an amazing metor shower followed the battle. But on Majoris, the section left by the forces of good was more like an atomic bomb into the center of the main land. A haze of debris and fallout across the hive world sets the tone for going into round 2.



Kill team used was 5 Stealth suits. I am now of the opinion that a Kroot hunter team might be absolutely amazing at kill team.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#26 » Jan 14 2014 01:08

End of Turn 1:
Veth under control of Order
Jankatta under control of Chaos
Alfrost under control of Prophets
Majoris under contested control Chaos/Prophets


Going to 500 points did everything we wanted from FOC limitation. Games have been tight, amazing, and all 3 sides are winning and losing battles. I hope as we continue up in points through escalation (500-2000) this lets our players "adapt" more too the 6th edition (post escalation) game.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#27 » Jan 14 2014 03:41

That's good to hear. Also have been enjoying the first person perspective of your battle reports.

How is the Kill Team working out? Does it play like an extra force org or is it more of a side skirmish?
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#28 » Jan 14 2014 07:40

Kill team attack in in campaign mode are cut out for the time being. The best example is a Kroot hunter KT is 20+ units, which does not work correctly in a normal game. I am adding a KT space hulk in orbit near Veth to give teams the option to KT for now.

KT it's self, really interesting in seeing what people bring. It makes WAY different kill teams then before, and makes large model KT's very viable.

I am looking at what to change on my team for next game.

Set
Ethereal (Aun Truth Via Logical Fallacy)
XV107 (Vay the III, Son born on Ke'lshan)
Team 1 Ke'lshan Rangers (FW)
...
Need a troop, did Kroot last game.
Roughly 70-80 points of room.
I did have a request to field the Murlock, so it or the LRV1 are probably in paired with a Tetra?
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#29 » Jan 14 2014 07:46

Junkatta
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Alfrost
Image
Veth
Image
Majoris
Image
And the black mark is the center impact point, for this Turn all of Majoris has a +2 to rolled night fighting. 4+ turn 1, lasts 3 rounds or 4+ turn 3, lasts 3 rounds.

The color maps seem like they have little detail, well they are references to the maps in Crusade of Fire which we use for referance for the terrain for maps being played.
Rough Legend: Circle is chaos (I am circle with a T), Square is Order, Triangle is Prophets.
Cross outs are taken areas (old flag holder). We are talking rules for areas that have 4+ or more cross outs on them having additional affects in the area. Haunted, radioactive, fortified, or what not.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#30 » Jan 15 2014 08:27

500 points for Thursday:
Location - Bunker on Majoris
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#31 » Jan 16 2014 04:15

Muahahahaha...

Kill team + Idea = 5 Piranha

It just seems so perfect! Thanks NOS for the caffeine needed for those synapses to light up.

5 light Veh, 10 JSJ Drones. 8 dead before break tests and the Vehs don't run!
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#32 » Jan 17 2014 02:15

Ethereal (Aun Truth Via Logical Fallacy)
XV107 (Vay the III, Son born on Ke'lshan)
Team 1 Ke'lshan Rangers (FW)

1430 - Outskirts of the forge 1824TR on Jankatta.

Message from "Apple" - "The world hungers for the thoughts and fears of your actions in the moments before and after the now. Brace your self."

Aun Truth knows what Apple means, there are forces on their way. Arial node mapping suggests two divergent force pushing onto our position. "Apple, have the nice bird fella handle the western flank."

...

Vay the III and the Ke'lshan light rangers move into the forges defense grid. Setting up a defense position at the bastion, Vay looks to his sensors for confirmations of Apples predictions. Sure enough, a demon prince and his followers crest the other side of the forge at the power grid. Corruption indicators built to support the Apple in the XV107 indicate that both ground force firewarrior squads have been "corrupted". Red (khorne - but the Tau don't know that) and Blue (Tzeentch) corruption of moderate levels. Vay also notes that his suit is corrupted Green, but to only a small extent. As normal Aun Truth is corruption free.

300.. 200...100... the demon prince is flying full speed at Vay. Long range sensors following the cultists pick up odd readings. The red corruption is bleeding off the west most group, but they are no longer moving forward. Instead they are beating the ever living crap out of each other. After they killed the leader the rest broke and ran. Mean while the east most group walking through the generator accidentally turned it on. One second 15 living targets, the next 0. The bikers in the distance seem to be bleeding off Green, but are not closing the distance.

As Vay braces for the Demon, Ke'lshan infantry and Tetras do their best to shoot the flyer down. As the monster keeps coming, Vay braces for the melee too come.

From across the city blocks in a different combat, Kroot sniper rounds start penetrating Vay's armor followed by very accurate and effective missile fire from a Enemy Tau deathrain team. Damage sustained, all Vay can do is continue to brace for demon impact.

What followed was epic. 4 rounds of melee, each breaking down more and more of the damaged 107 (1 wound left). Every round the demon would wound him as his living weapon danced around his defense. Every round his discharger would cascade shredder rounds across the area and Vay would miss is fast opponent with his fumbling attacks. As the shutdown warnings blared, the demon fumbled. His own living blade "attacked" him? In that moment Vay smashed both arm cannons directly through the demons chest. Had the demon's weapon actual helped him win? Very close to death, Vay leads his team victoriously off the field.
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Last edited by Vay on Jan 17 2014 03:40, edited 1 time in total.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#33 » Jan 17 2014 02:19

Second Battle: Junkatta

Story to follow.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#34 » Jan 18 2014 11:37

The next morning...

Short report - Lessons learned

- Attack was generated at morning time. The enemy utilized the same Deathrain team and general tactics. Vay in his 107 was forced to hide under the weight of fire of the 2 Kroot squads and the Deathrains.

- Overall the battle turned in favor of Demons and tau when the middle push was "clustered" and destroyed by 107 heavy fire.

- 100% destroyed forces

- Vay (in the 107) had exactly 2 shots. The rest of the game he was out of position for any fire what so ever.


With the Codex update for Nids, we as a group are allowing a reset for all forces (New codex and/or Avatar). Currently looking to switch back to Farsight, I miss the red. I will update player and army changes as I find out.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#35 » Jan 21 2014 10:54

Going into turn 2.

- We have had a group wide reset of forces and avatars based on the new Nid Codex and releases. So some armies will change.
- My partner, Demons, is possibly switching to FW orcs mech dudes.
- My self, I am looking at going back to my favorite pal Farsight and his enclaves.
- Working on my old Taros campaign suits and bringing them up to date in fluff and paint jobs. Painting them old army desert camo and Dal'yth (which I never would have guessed was the army of influence in the hunter cadre sent to Taros.) (Pics to follow)

Currant projected list:

HQ - XV8, Dual Mpod (T'au)
Elite/Avatar - XV104, IA SMS (T'au) or (Farsight)
Troop - 3 X XV8 TL Mpod (Dal'yth)
Troop - XV8 TL Mpod (T'au)

My Farsight is a multi-sept hunting cadre based around the build design of the Deathwatch. Farsight created it with the assistance of the ethereals based on his works about the Space Marines structure to adapt to the new threats.

- The 107, I will continue to do battle testing with it. From what I have seen since the update though, it is very close to my predicted 66% less effective. He is having tea and crumpets with my XV9 teams around my Drone sensor tower thinking of the good old days when he was worth his points.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#36 » Jan 22 2014 12:37

The Pattern: Taros Dal'yth Deathrain SF Team
(This guy is still shiny with drying sealer)
Image

The Team: Still have a bit of work, shading layers, weathering, and more...
Image

And my team for 500. Bringing out my old suit commander for Kais.
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