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

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

Post#37 » Jan 27 2014 04:36

Turn 2 part 2:
My now Farsight forces fought a number of good battles. 100% victory, and there is a fun shot of a Necron C'tan shard "herding" my forces into a corner on the Ice world Alfrost while Daminos style storms kept my forces frozen in place.
Image
My team on the other hand lost 100% of their fights on Majoris and Junkata. They also lost the artifact. These will be the last 500 tier fights before we go to 1000. The special mission for this week is a hybrid Space Hulk mission.
3K per side with FOC limitations and rules. 3 Sides.

• Set up:
o It is going to take place on a 16 by 4 board
o The space hulk section is roughly 8 bt 2 {space and hulk is 8 X 4) (this is the upper most command ridge, use your imagination of the rest of the hulk below you)
o The Zone mortalis is 8 X 3
o No turn limit (Attrition) (Attrition is 10 or when we think there cannot be a complete additional round)
o Deployment is 1/2 units (Rocks can be used in the deployment), 1/2 2nd turn or after (Rocks ca nbe used here as well)
o Apoc units 1/2, 1/2 2nd turn or after
o No auto lose for 0 models on board
o Break is 8 PM

• Ways to win:
o Control the control room for 3 turns with power (+5 VP, gets you a hive city that can fly to any planet and dock)
o Destroy the fuel cells and engine room - Randoms a world and location for impact (+5 VP)
o Control and destroy - Makes the blast 1 larger and you guide it where you want (+25 VP)
o TPK - Write your own ending
o Two player win - Control and destroy - the team who has the controls gets to pick the planet. Both teams get +5
o Getting one of these ends the game

• Armies:
o Teams have 2000 points they can divide among their players
o Normal FOC and Campaign rules.
o The team leader for that team also has 1000 points of extra APOC FOC (Still locked to your codex[of your team]) items that can be used by players.
o All warlords keep warlord powers
o If escalation detachments are used, escalation bonuses apply. (points added for Attrition)
o No cross pools
o Lists are mandatory (No list, no play - Show values)
o 1 Apoc strategy per Team (Linked to what APOC items you took)*EX Tau = Tau Strategy

• Only troops count as scoring, Control of an objective happens when you move with in 3" with a scoring unit
o Stays captured/ yours tell a denial or scoring comes along.
o Changes to "effect" of OBJ can be done any phase, but to a max of once a turn (Player).

• How it begins:
o The ship is immune to Deepstrike, infiltrate, scout. Above and below decks. Ship is an AV15, Tank, Heavy, Hulk, Immune to EMP/Haywire
o All forces will have AV 12 veh (Open Topped, Tank, 4 HP) ("rocks") that they can fly in on. The top treated as Battlements, you can mount fortifications on them, they are fast skimmers with locked velocity and count as tank ramming when they hit the hulk or another rock. (Space Hulk side armor is AV15)
o Capacity 15
o Deployment zones are wide left and right sides, min 4 feet between beacons
o Teams get 8 rocks per side (4inch diameter to 8inch +-)
o All forces come from a "vector" - a 1X1 inch point scattered from center of board. This is the area your rocks come in from (Or other stuff)
o Vectors are identified before turn order (1-18)
o Turn order is as APOC(Time Bid) with a Max of 10 Min. (Placing is your rock launches)
 (EX bids 2, 4 ,9. Team with 2 has 2 min to launch all of their rocks and will go first. After all sides have launched rocks the game starts)

• Environment:
o Space is counted as Zero G - +6 to moves and an extra turn for flyers, Vacuum - No gets hot, cold void (ZM) , Space - Lethal, Blasts and shrapnel (ZM)
 Reminder for cold void. Space hardened is A2 or AV
o Hulk Surface is same as space.
o The inside of the ship uses these Zone Mortalis rules (They are on FW):
Attrition, The cold Void, Catastrophic damage - Void ships (1d6), Night fighting
o Bulk heads - Must uses doors to cross ZM squares
o No line of site weapons trace corridors for distance.
o All Key objectives are AV14 buildings (6+ to break)
 Power Generators are AV10 (Break on a 3+)
o Doors are AV13 (Need Penetrate to break)
o Fuel stores and power Gens max size blast D on destruction above and below.
o All Key Obj's are inside the hulk and accessed through hatches on the surface.
o A hatch can be made by damaging the area above the obj area (AV15, massive fort, 6+).
 Created hatches are 1X1 if 6+, 2X2 if 7+
o The existing hatches can be destroyed (AV12 6+)
o Side hulk Hatches can be made mid hulk
o ALL Doors and Hatches are locked except the 3 surface hatches
o All doors are locked until the control room is accessed
o All systems are off until power is turned on
o Life support can be used to "vent" an area of the hulk. S test or 4D6 to the closest edge of the Zone mortalis (Counts for lethal/Dangerous)
 Vent kicks you out into space.
 a 4+ roll can be made on a functioning door to Jam it. The stops life support venting.
o Gravity control - Makes inside zero G, removes zero G, or Gravity flux
 Gravity flux is half to all movements and all terrain is dangerous (1 and 2)
 X2 on venting roll. +6 Jump added to moves (No less then, So this makes moving dangerous)
o The Engine room can be used to make the fuel cells target-able from the surface of the hulk.
o Power station - Damaging (6+) the power station Max D blasts the area.
 area D blasts blow through upper deck, and makes hole
 firing through hole breaches requires you to be adjacent to the hole.

Notes:
- ZM areas are tight, and the surface of the ship is going to be a no mans land pretty quickly. Think through your forces best options to get on and into the hulk.
- Prioritize what you want to get done.
- If your rock gets stuck, bubble game your rocks to the hulk.
- don't forget your Melta!!!
Last edited by Vay on Jan 28 2014 11:01, edited 2 times in total.
Shas'O Kais Vay Shone’nan

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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#38 » Jan 27 2014 08:43

Attack force for Space Hulk assault. I am providing our teams APOC detachment.
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2nd Generation stand based on some ATT motivated ideas!
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#39 » Jan 27 2014 11:13

Vay, I have two questions:
    1. How is the flyer going to function in what seems to be a Zone Mortalis game?

    2. Are you aware that there are "updated" Zone Mortalis rules in IA12 The Fall of Orpheus? I'm not quite sure how much they differ from the free set, but I thought you may want to look into that.

Anyways, I look forward to seeing how your Tau fare in the upcoming battles.

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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#40 » Jan 28 2014 12:42

Its 2 8X4 boards, one of them is the surface of the space hulk (and space around it). The other is the internal area and Zone Mortalis. So the Tau Air support will be flying in space and above the hulk providing support while teams of our guys go into the hulk and try to effect systems. I posted the rules above. It is a lot of stuff, but should be pretty cool.

We are using the ZM rules that are posted on FW. They also got updated in Horus Heresy. They are mostly little changes, but so every one can read them we are using the ZM rules every one can get. You will already need a knowledge of APOC, ZM, Escalation, and 40K to make heads or tails of all the action.

So above is my Strike team (500 pts)
Commander (Orpheus commander)
Vay - In the Riptide
Troop 3 X XV8
Troop XV8

And our APOC support Detachment (1000 pts)
AX1-0, Barracuda, 2 Remoras


---1800 hours---

**ALERT**

Warp breach detected. Sensors scanning. ID: Spacehulk
Multiple planetary launches detected... Warpstorm in AO is not effecting transit to the Hulk

Prophets and Order forces in bound. Attack pattern Alpha 794, Deploying Vay's strike force IVO Veth. ETA to Hulk is 10 Min

**WARNING** Asteroids forming around the hulks gravity well. All forces are likely to need to use the asteroids as a jump point to the hulk.

Commander Red Dawn and Vay both agree on letting the Orcs use the Rocks. Our teams will be launching directly at the Hulk.

(Camera pans out as the assault XV team launches from the Manta towards the Hulk. Little red dots flying into the storm that is about to begin.)
Last edited by Vay on Jan 28 2014 09:51, edited 1 time in total.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#41 » Jan 28 2014 03:52

Image
17,500+- MPH (Relative to closest orbit -Veth) in a XV104 rocketing towards an asteroid blanketed Spacehulk just out of an ongoing warp storm and closing fast on the target Shas'O Vay gets an encrypted message from Farsight.
The targeting data suggested high valued item needs recovered from the forces of the Prophets and is currently equipped on one of their high commanders. The humor of the situation makes him smile, in moments the world is about to explode into an all out war for control a possible world killing device and command wants him to "recover" something on his way. The Greater Good never just asks you to pick up milk on the way to the store though, so he mentally wills in new "flight" data. Sub-commander and the breaching teams will stay on primary mission, and Vay prepares to do some commander hunting...
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#42 » Jan 30 2014 02:51

In a parallel world called "real life" a beast of an adversary has destroyed about 50-60% of our players. These "GF's" seem to have brought about the apocalypse before our game of apocalypse. God help those forces lost to the GF warp storm. +1 for wives that support their 40k husbands!

That said, there will be an extension round of Phase 1 with points increasing to 1000. Our attack on the hulk will wait to see if their are survivors of the GF assault.

Running my 500 list +

2 X3 XV88 teams (In Fire base formation with my Riptide)
2 Tetras
ECPA on my Riptide

Bringing the Orca on base for "Terrain" or special Terrain (Or shade if it gets to warm for my ground forces).

Tip from the table:
- If the player your playing's list looks too large for the points. Don't be scared to ask to see their list or have them explain the totals. Mistakes and cheating do happen, but they are preventable.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#43 » Feb 03 2014 11:07

-97 F (with wind chill)
0645
Location: Alfrost, The ice crystal patches of the Banshee valley
Weather: Damnos class ice storms with 50-120 MPH winds

Hammer (XV88 team) and Anvil (XV88 team) continued their slow march towards the killing field. Limited fire arcs and horrible terrain seemed bad enough, but as they set in the winds kicked up. Vay (XV104) and 2 Tetras were scouting ahead looking for the Crons that intelligence had said where moving into the area and Helga "Recon Orca" was flying high above the storm front.

"Targeting data: 4 infantry units and 1 heave weapons class vehicle... C'tan shard also detected. Pulling back to Echo 4, Vay out."

Helga's rear bay opens and Commander Stormcrow and 2 teams of XV8s (Taros boys and She'la) HALO out the back onto Echo 4. Hammer and Anvil continued to scan, the dam snow and wind making it all but impossible. Stormcrow issues the command for all teams to switch to thermal. All was white, a mental toggle switch later... Anvil sees a fast moving Vay jump a rock formation and take cover directly in front of them. Kicked snow and rock further bury the XV88 team. Anvil's commander subtle nod thanks Vay for the snow. Moments later helga's package arrives and she goes into C2 mode above the operation.

Cron forces spread out as they approached. Moments before both sides were ready to start killing the sky stole initiative and started hammering the area with ice shards. To make matters worse the chemical compounds in the ice formation in this area started to react to the storm by making a wet mist that quickly froze in vicinity of the shards. Both sides quickly realized this was about to get a lot more dangerous.

Thunderous roars of weapons fire began. Limited maneuverability, poor fire arcs, and crap weather did nothing to lesson the ability of both armies to unleash devastating firepower onto each other in the valley. The C'tan shard continued towards the Tau front line. Ice shards and in some ways it looked like even the wind "ignored" him. The elements avoided him, the ice became smooth as he passed by. Anvil, Stormcrow, both teams of XV8s, and Vay converged fire onto the C'tan. Massive damage, glorious explosions, the wip-crack of rail rounds seemed to damage but not slow his advance. As he climbed the ridge, Vay knew what the greater good demanded and thrust up to meet him. Shield braced and set for the charge, Vay calculated his odds. Moments before the impact though combined fire from Anvil stopped the C'tan dead in its tracks. As if timed the temperature dropped down to -180 F and the snow massively increased. Movement was now very deadly, visibility was zero, and both sides were limited to long range sensor driven combat.

Tau would win the battle but it would take 18 hrs to recover the suits from 32 feet of snow fall. Both Tetra teams got mild frost bite.

(There was another battle with CSM, but the over all effect and location was similar. C'tan/demon prince, doomsday cannon/Obliterators, troop/troops, Royal's/Bikers)
The rock shards (We play them as 3" radius Mysterious water that effects all shards on board. We got Ice blood)
Last edited by Vay on Feb 12 2014 10:16, edited 1 time in total.
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#44 » Feb 10 2014 09:48

My Tau forces were redirected out of sector for a W.O.R.K. mission.

Mean while as I slowly died in the Warp rift "RL", my fellow forces had utter defeat at the hands of Prophets and Order. Also the forces of Order have realized they need to change their style of warfare to win and are now joining forces with the Prophets.

This week, the special mission of the space hulk is back on. New points totals are 3000 40K + 1000 APOC per side.

Now back to reading all the ATT data I missed...
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#45 » Feb 12 2014 10:14

Currant plan of support for the Hulk Mission:

-1000 APOC will be Air Caste fighter wing
- AX1-0
- Cuda
- 2 Remo's

-1000 Points main force
- XV8 insertion teams
- 1-2 Riptide Hunters
- "BEST NEW IDEA" Vespid insertion team. They have amazing rules for Zone Mortalis.
- Beach head Shield Generator (Void - 3 Shields)
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#46 » Feb 14 2014 01:35

The above and below decks photos of the space hulk mission. Story board and details to follow:
Each side
3000 - in 40K build
1000 - APOC
+1000 - Mercs

10,000 point battle! Hell ya!

Amazing, epic, and fun battle!

My forces:
Commander
XV104
13 XV8's

APOC 1000
AX1-0
Barracuda
2 X Stealth fighter drones

Total losses:
Barracuda
Stealth fighter drone
4 XV8

Opening round, post deployment:
Image
Post rock impacts and round 1 fires:
Image
Lower decks: Zone Mortalis
Image
Mid to end battle for control of the upper deck:
Image
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Re: [Escalation Campaign] Ke'lshan Rangers - Light Infantry

Post#47 » Feb 14 2014 11:36

Roster:
Commander: Stormshield
XV104: Vay
3 XV8 Deathrains: Code name:Taros Boys - 66% loss - Recoverable
2 XV8 Deathrains: Code name:Tau Ladies (She'la and Is'a) - 50% loss - Recoverable
3 XV8 Flamers and plasma: Code name: Hot dish
3 XV8 Flamers and plasma: Code name: Spicy dish
1 XV8 Fusions: Code name: Left Eye
1 XV8 Fusions: Code name: Right Eye - 100% loss - MIA/KIA

AX1-0: Code Name: Spear
Barracuda: Code name: Dagger - 100% Loss
Remora: Code name Shield 1
Remora: Code name Shield 2 - 100% Loss


T 0: Impact

Three prongs of the forces of Ruin blaze towards the hulk. The speed maxing safe impact limits as our force rush to out pace the forces of the Prophets. Ork and Nid rocks impact along the communications deck, but our speed cost our accuracy. A traffic jam of rocks and troops formed, XV8 solo suits impacted by the rock miscalculation were smashed off course, and about 50% of our strategic reserve was still inbound.

On the other side of the hulk, a much more ordered and better landing was taking place. Up and down the side of the hulk, Prophets forces were taking defense position and preparing to start cutting into the hull.

But our rush was rewarding, and the enemy did not steal our initiative.

T 1: Falling Stars
Image
Left eye starts to recovery, the Ork rock that had hit her was in the impact deployment zone. Her target area was the enemies super heavy impact. "Right Eye, I am down. Good Luck", was all Right Eye heard before he cut communications. Floating like debris, he was with in 50 meters of the titans rock. Alone, VERY behind enemy lines, and it was time to get busy.

"Taros Boys missed the hulk?", replied the Tau girls. Their vectors had brought them directly to the defense lines on the outer/upper wall by engineering. She'La looks to Is'a with a silent communication of we are alone. In front of them was the massed chaos force.

Stormshield and Vay arrived onto the rock impact site for their forces. 50% failed deepstrikes was blinking in Stormshields HUD. Flight routes were forming from his mind for Spear and Dagger to attack from as heavy smoke was deployed along the enemy line. "Dagger, I need the Titans rock gone NOW!"

"Stormshield, this is Dagger. Orders confirmed." The hard zero G inverted half figure eight was a sight to behold. The fact that Spear, Dagger, and their Shields did it in a dancers fluidity was simply perfection. Coming out of the arc with just enough visibility to confirm the target Spear fired a guided shot into the enemies deployment rock for their Titan. In gamer slow motion both sides watched the Titan tilt back and "fall" away to the celestial nothingness. "Kill unconfirmed, Target is neutralized."

Ork Stompa starts cutting holes in the hull of the Hulk. Nids run around looking for ways in the hulk like ants looking for sugar.

Stormshield wonders if that one shot makes up for the smokes blocking of all of the rest of our firepower.

The Tau Girls JSJ to cover of the hulk. Alone out side of the smoke just got a lot more dangerous.

Right Eye watches. The rock explosion, the slowly falling Titan, and all he can do is laugh. Plan B I guess, he toggles thrusters and starts looking for targets.

Enemy fire was as limited as ours. Sniping Obliterates did disable Is'a with a lascannon round. Life support flickering, her body stuck in the dead suit just floated off the deck and into space. She'la vowed vengeance onto her new target.

Turn 2:
Image
Left Eye after recovering from the rocks jumps into the rent in the hull made. That was when her sensors picked up the "humans". Dreadnaughts and Mechanicum? She took cover in a storage room as she waited for guidance form Stormshield. At least Gravity and Life support were up.

She'la was pinned, round after round. This is it she thought. Then as if planned Hot Dish landed. Plasma and flame slowing the Nurgle biker advance. Then crossing lasers form shield 1 and 2, followed by the Wip-Crack of Spear. Half a football field of ground, bikers, and buildings just exploded as extreme velocity micro fragments peppered the area with laser guided perfection. She'la was wrong, death would have others to take.

Dagger breaking formation pushed into the enemy main line. Boarders were gaining ground and needed a firm block. Stormshield, Vay, and the recovered Taros Boys followed in support.

Orks, Nids and the enemy continued on multiple levels to gain access to the hull's insides.

Daggers warning lights start flaring. 2 fast approaching enemy XV104s, and judging by the warning they have lock. "For the Greater Good..." was all that was heard before Dagger exploded. A burning scar across the hulk.

Stormshield orders new routing for Spear and Shields. "Frak"

Mean while below decks. The forces of man showed their hand. Cutting gravity and venting the life support. Left eye set her boots to auto MAG-LOCK as a cloud of Boys that had gotten down the rent in the hull flew back out it at high speed. "Stormshield, we have a problem."
Image

From a far off view, a peppering of bodies from both sides are vented into space. A cold death.

T 2+: The Burning Sky
Image
The full on back and forth apocalypse of firepower could be seen thousands of miles away in space.

Two miles away in space, a Nurlge Chaos Warhound was spinning. But he had locked his target. His forces needed a door. 3 Hull blasts later, his forces had access. Some of his guys were blasted into nothingness, but good enough the demon engine thought as the heat of entry started to burn. "Home...". Then impact into Jankatta.

She'la and Hot Dish moved for the guard tower. The Swarmlord had just ripped it open and they had an engine room to secure.

Left Eye and Spicy Dish moved to secure Gravity control over communications. The door slides sideways, and a Death company dreadnaught rams in blades whirling. Ork boys paint the walls and Flee, but Left Eye JSJ's over the monster. A perfect backflip and spin is followed with a heat blast and her dual fusions cut the target in two. Blasts of fuel and bio matter fill the hall, but Spicy Dish pushes through with out pause.
Left Eye takes control of Gravity. "Flux Pattern Alpha" was warned across all channels as the gravity in the entire hulk is Max/Min'ed every second. That should slow them down.

She'La and Hot Dish freeze and brace. Every thing goes crazy, debris flying every where in the hulk. The swarm lord and his brood cared not for the change. Their claws biting deep; the walls, ceiling, and floor became equal as they advanced. As the swarm lord rounded the corner, the enemy beach head in the hulk was before him. Wraiths, tele-guards, CSM, The works... and a Power Core. With an unnatural calm, his will massed and burst worth. She'La and Hot Dish's vision filters maxed as hot plasma filled the hulk. Feet, maybe 2 or 3 in front of them the line of death stopped. A few more feet a head of that a glowing but very much alive Swarmlord was laughing? Power below decks shimmered and went out.

Above decks, the plasma boom caused additional damage. Friend and foe vaporized in a instant. The heat shields on the Stompa crackling, the ork warboss started shouting at the Nids.

Tau VS Tau continued as Stormshield and Vay matched JSJ dancing with the enemy commander and his 104's with Deathrains. Ork assistance and Spear brought victory from the exchange that would have gone on forever.

Below decks, with the power off and gravity flux locked in place. Both forces crawled to get another generator. The non-careful died instantly, beat like dolls against the walls of the hulk. Others just stood still and held on. Only the Swarmlord and his ilk moved with out care. Radiation and heat levels off the visual charts and still they moved on.

70-80% destruction of the enemy force against the 60% of our forces remaining painted the future pretty clear.

We locked the target, blew the engines, and jumped out as the MEGA-yield weapon blasted into the enemy core on Majoris. Jewel of the empire no longer, its core basically exposed now. Victory by the forces of ruin at the cost of a world and billions of lives. But to prevent the Prophets from winning the war, the cost seemed small.
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Re: [Escalation Campaign] F-XV HALO Cadre / Ke'lshan Rangers

Post#48 » Mar 02 2014 09:23

The battle for the Gates to Pandora and the Infinite City...
Image

Bloody Stronghold Assault mission for control to the Hive City.
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Re: [Escalation Campaign] F-XV HALO Cadre / Ke'lshan Rangers

Post#49 » Mar 10 2014 08:53

Out for a week of work again. Our forces both lost and gained ground. Back now.
- Thinking of trying an Imperial Knight as an ally for fun.
-- Taros theme might be what I go for on the Knight. He will be a merc working with/for the Empire(Tau). Errant Class.
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Re: [Escalation Campaign] F-XV HALO Cadre / Ke'lshan Rangers

Post#50 » Mar 14 2014 08:28

Operation White Thunder

0800 , on the planet of Alfrost in the mountain regions of widows peak.

- Setting, 2 6X4 maps. The first map is a Burning Skies map which is the "upper deck" of the lower map. 36" inches higher than the lower deck, air craft can fly 3D style on the battle field. The lower map is the ground fight through the mountains.

- Necrons VS Tau (Air Combat, FOC but no FOC min's)
- NIDS/Mechanicum VS Chaos/Chaos (Ground Combat, Kill points)

- Sub Zero and Weather from Damnos is in effect.
- House rule for Burning skies: Drop to the Deck: A model that can not otherwise make the 36 inch drop can take a 36 inch drop and make a dangerous terrain test. (Note, they are probably stuck on the lower deck after that) (For skimmers, JSJ, MC)
- Upper deck is zero terrain and Lethal.
- Going from lower to upper or vice versa you arrive via Deepstrike rules from the equal point of where you were on the other map.
- We had turns linked with the lower deck, upper deck fliers could roll to come in turn 1.
- We also play a joined battle fields, so ground can fire up and up can fire down.

Air combat: Round 1 neither side had advantage, Round 2-3 Necrons had air superiority but Tau maneuvering scratched out survival, 4+ Tau gain air superiority but lose all Remora stealth drones to Necron dog fighting.
Image

Ground fight; Chaos was winning rounds 1-2, Our side pulled it back round 3, and White Death rolled in and no one moved for fear of an icy death.
Image

Mid game, Tau gain air superiority.
Image

Notes:
- Necrons are AMAZING dog fighters. Amazing. (The can pull 180 flips and double shooting, which feels wickedly like Necron)
- Tau are very good at dictating an engagement with a wing man. Remora wing mates are AMAZING.
- You know how our air craft have wing BC's, and how they seem "Meh" on the ground. In high speed dog fighting with Necron fliers they are amazing. (mental imagine a Barracuda/Necron jet fly by, the necron pulls a 500 MPH 180 on your 6, and the whole time your BC's are crapping ammo. Just as the flyer goes for the kill shot your blow off his wing with BC fire and you get a Burning skies joy-gasm as his fiery hulk crashes into the ground far below killing cultists who are running for their lives cause the sky is falling.)
- If you are a cultist and a plane in the sky is blown up. It will land on you. (4 times, and funny every time)
- AX-10 is a tier 1 bad### in the air. I ran 1000 points (AX-10, 2 Remoras, and a Barracuda)
- A Necron Vault will blow up your entire deployment zone if you can not pull off maneuvers to focus his fire (Go the Greater Good Maneuver)
- Burning Skies is Fun as hell. Stress thinking how to out fly a Necron flier is pure joy.
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Re: [Escalation Campaign] F-XV HALO Cadre / Ke'lshan Rangers

Post#51 » Mar 18 2014 09:29

Quick point of view sales pitch in three shots.

One, embrace your gaming group and make it your own. Help plan, think, imagine, and implement a better gaming environment and experience with your peers. 40k rocks, 40k with effort is beyond amazing.

Two, campaigns are the way to play. Can you handle the paper log, the coordinating, and the balancing? If so, build and play campaigns. It brings an extra dimension to the game that enables the players to dive in. It gives meaning to each battle and kill (and army list).

Three, build better players. This starts with helping out the new player. Continues with teaching your opponent how to fight you (after the game). And finishes with being open to all the options of 40K. Try city fighting her capital, planet strike some ones home world, blow up his favorite jet in burning skies, APOC his everything, escalate sandwich a stronghold assault (The PBJ of 40K), and/or Kill team his/her LEET squad. New is not bad, embrace change (be it player, rules, or caffeinated beverage).

I love my 40K night, I very much enjoy my gaming crew, and a great campaign is the Greater Good.
Shas'O Kais Vay Shone’nan

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

Post#52 » Mar 21 2014 12:03

- Planet strike/ground assault, 1000/1000 VS 1000/1000, on 4X4/4X4 joined battle zones.
-- Great game, win.
- City fight, 1K/1K vs 1K/1K, (4x4)X2
-- Our nids player barely lost.

- 2K VS 2K reload of old map
-- We won.

~ I blame the manta for my lack of pictures. I will do better next week.
Shas'O Kais Vay Shone’nan

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

Post#53 » Mar 21 2014 08:09

Tau on planet strike detail.
- Wow, just wow. Interceptor, round diversity, and amount of firepower was astoundingly destructive. Not normally one to castle, but I was on the defense. 360 degree killing fields all around me, and the enemy deployment got broken up by delayed reserves. All in all it was a blood bath.
- If you need to planet strike Tau, overwhelm a field of fire. Don't spread out.

Another burning skies battle next week. Fueling the aircraft now.
Shas'O Kais Vay Shone’nan

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

Post#54 » Apr 02 2014 02:18

Things continue, but my work load is huge...
Updates:
- Tau Burning skies abilities are very amazing. Also our air craft are lords of the sky.
- Mechanicum forces are pretty crazy. Strong but not out of balance.
- Our forces have been doing pretty well with a 75% win record as of late.
- My all Kroot kill team rocked face, but never send all your hounds to kill necron wraiths... poor doggies...
Shas'O Kais Vay Shone’nan

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