[WIP] Jemini's Ke'lshan Pathfinder Kill Team

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Jemini78
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[WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#1 » Apr 11 2017 06:55

hey guys, I see we got a subforum for SW:A now. So since Tael said, get your project log posted, here is my project log. Nothing too fancy on the conversions honestly, because I was working on getting my team assembled up at the store on saturday before our local launch party. I did managed to convert up the bases for the team to make them feel more urbanized, using some bits from the space marine assault marine kit, as well as sprues and rhino top hatches.

So i worked up a color scheme, and this was my final choice, although I am still debating on the undersuit color now that painting has begun.
Image

So i have decided to go with some pathfinders from the Ke'lshan sept world, I like the yellow accent color and I am going with a green scheme. The colors are basically incubi darkness base, kalabite green as the main coloring with sybarite green for the final edge highlights. However I am having a few issues on the scheme. I was going to go with a black undersuit but it looks dark, perhaps its my crappy lighting at home, as it may look better at the store. It could also be that I haven't gotten the black highlighted or the weapons painted, but right now, I am wondering if I should go with a tan undersuit over the black?

Also i am really stuck on hair colors. I couldn't find anything official other than most tau i have found painted tend to have black, white, or red hair (usually for the females), and since I sculpted some hair on my Team leader, she really needs a color for her mop top. I was thinking of a purple/lavender color, instead of the redish orange, but either would work. Which do you guys think would look best? I was thinking purple myself, just to avoid any christmas color clash, and the purple would still look good against the yellow sept markings.

Here is a close up of Shas'ui Kesira, team leader of my pathfinders.

Image

And a couple of shots of the rest of the kill team ( at max, not my actual starting team). I will post a list up tomorrow that I am starting off with.

Image
Image

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Kakapo42
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Re: Jemini's Ke'lshan Pathfinder Kill Team

Post#2 » Apr 11 2017 08:59

Personally I'd stick with the dark undersuit colour myself, it gives a good contrast with the teal armour and fits in a little better with the more urban basing scheme. Might I ask what process you used for it? If it's appearing too dark regardless of lighting then you may not have done enough to highlight/layer it.

As for hair, I wouldn't worry about it too much. The general consensus seems to be that Tau hair is usually black or red, with some other colours thrown in the mix, but it's not hard to imagine that the Tau would have developed the capability to artificially colour hair, so if you're really concerned with it fitting then you can always say your Shas'Ui dyed it that way. If purple is what you're after, and it sounds that way, then paint her hair purple. The models are going to be representing you after all. :D
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Tael
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#3 » Apr 11 2017 11:19

Nice man, I'm with Kakapo; keep the dark undersuit for contrast :)

Looking good, I like the hairdo touch for your Shas'Ui, thinking similar detail difference on my own.

I'm also for some form of personal expression in Tau, so go with what you want for the hairstyle. Pathfinders are rather individualistic, and usual head into the Stealth teams later due to their initiative and off the wall thinking.

Jemini78
Shas'La
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#4 » Apr 12 2017 05:39

thanks guys, decided to keep the black under suit, but instead I changed the black Gun casing. I am avoiding using metal on these models, as I always felt tau looked better in colored plastic appearances rather than old rusting metal. That being said, I gave the gun a light grey coloring with a wash, as an under skin for the weapon, and then colored it with the same green as the armor, and I changed the circle to yellow. I finished up my team leader, but I will try to get a good pic of her when I am up at the gaming store tomorrow under that flourescent lighting. I am quite pleased how she turned out, and the scheme doesn't look as dark now ( it was honestly more the antiquated lighting fixtures of my old house that I live in rather than the model).

Anyways, as promised, here is my starting roster for the local campaign. Looks to have at least 20 players signed up for the campaign so far, possibly more.

Team Leader, Carbine, Photon Grenades, Weapon Reload
Recon Drone
Pulse Accelerator Drone
Specialist, Ion Rifle
Specialist, Rail Rifle
Trooper, Carbine, Markerlight
Trooper, Carbine
Recruit, Carbine

I decided since we have a wide variety of lists, and a few tyranid and chaos players, I would start off with more bodies. Was hoping we could get to 13 max (10 pathfinders and 3 drones as the squad is allowed in 40k), but we cap at 10. More bodies means more shots, and my plan is to add another trooper or recruit to the list and a second pulse accelerator drone, and possibly a few more marker lights. The reason for 2 accelerators is because, the carbines have short range, and they boost them, sadly they don't boost the range of the specialist weapons or the recon drone. I would like a second recon drone but I only own one, so I amusing a proxy for the grav inhibitor drone as a second accelerator drone. If I don't need the extra drone, I may take 2 more troopers instead, will see how it goes first game with only one. The goal is to get to 15 caches first, so will see how well I do.

So far I know of 3 tzneetch lists (poor slaneesh not represented, but the other 3 gods are), a grey knights list, a tyranids list (or two), a necron list (possibly two), an orc list, a harlequin list, at least one space marine scout, and a couple other tau players. Hard to tell but I think the only factions not represented is wyches and craftworld eldar, I think everything else will be showing up at some point.

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Tael
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#5 » Apr 13 2017 12:12

Wow thats quite a competition and variety of foes. Do take notes on what consistently works well, it would be great information for our community tactica :D

Look forward to hearing more as you trial the list against various opponents :)

Jemini78
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#6 » Apr 13 2017 07:07

So played my first game (not of the campaign, just with my son), and wow what an eye opener. I knew we were going to have an uphill battle, but those necrons are just hard as nails. I had one good round of shooting, then I started dropping like flies. I managed to get his team leader a flesh wound, so a nice reduction of BS and WS, but hardly that noticable.

First off, We need some improvements, I felt severly handicapped that game, especially after I lost a few models, thankfully they didn't go out of action right away, but what is the point of rolling on that chart again, to have them flip over and still do nothing when you roll on it again. If you went from face down to face up, shouldn't you be less likely to bleed out (be taken out), and that you are going to become more likely to get back up as you recover. Also face down all you can do is crawl. Face up all you can do is crawl. If you are face up, give us overwatch shots or snap fire shots or something if you aren't going to let us have better odds to get back up. Once your team goes to face down, its pretty much over. If that is the case, why didn't they just give us multiple wounds to start, because it became a fast down hill match after the face downs started happening.

I ended up losing due to two of my guys going out of action after going face down, and I failed my bottle check. Our carbines seriously need sustained fire dice, so they match the 40k variant of the game better, since storm bolters are assault 2 and they got 1 sustained fire dice, why are our assault 2 carbines not comparable. Anyways, I think I will play it out like the rules are for the campaign, and just go get my one losing game in each week, and make some house rules to make the game more balanced for play with my boys at home. If GW can't make the factions Balanced, maybe the players can right.

As far as picture updates, well shoot I forgot to snatch my camera with me, as the battery pack was still on the charger. I will try to get a pic tomorrow of my team leader. At least if I am going to lose games, I can have the best looking team at the store to play with.

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Tael
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#7 » Apr 13 2017 08:27

Darned straight, if you're going to get shot up, look good doing it.

We may have to get a Shadow War feedback topic for common issues with Tau that seem underated.

One issue though, that is pure Necromunda, going down is rough and the games are designed to be brutal and quick - it is doubly frustrating when you can't fight back effectively, which exacerbates this feeling. So I can understand the frustration.

There is a lot of issue with professional forces being hamstrung by ganger rules. For example, Marines taking ammo checks - these guys practise bolter drill for decades, I highly doubt they will run out of ammo in a single game. So it irks me.

I feel Tau fall into the same category, a dedicated caste that only train in war. Running out of Ammo? Considering there are hundreds of rounds in every pellet canister - doesnt sit well.

As you say, may be worth collating ideas and developing an inhouse ruleset for some balance. :)

Thanks for the info!

Jemini78
Shas'La
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#8 » Apr 13 2017 08:48

wow, you know, I never rolled a six to hit the entire game, so I didn't think about the ammo rolls, as I only really thought about those when I fired my first turn, using the burst cannon and worrying about that. However, Because I didn't think about the ammo check, I also didn't teach my son, or catch him on it, when he needed to roll a 5+ to hit my deep in cover guys. He rolled some sixes, and that could have been crucial had he failed his ammo checks. Maybe over the weekend i will try to play some more games with him, perhaps using some other kill teams, since I could technically field my marines as Chaos marines using some old metal esher as cultists, or try using my esher gang of old as an IG (can't remember the new name they go by), or using a wych army to really test the close combat rules some.

I will say, that first turn of shooting he had against me, was hard for him to hit, with me having ran the previous turn and keeping everyone in cover, a -3 to be shot at was nice. That being said, the game I think will definitely play better in really dense terrain rather than cluttered 40k terrain with open lanes of fire. The table we were playing on was more like an open imperial city, and not an underhive. Terrain can really make the difference, but at the same time, it may give more cover, it creates more close combat fire fights, which also gets Tau to close for comfort in Melee.

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Kakapo42
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#9 » Apr 13 2017 08:50

Tael wrote:I feel Tau fall into the same category, a dedicated caste that only train in war. Running out of Ammo? Considering there are hundreds of rounds in every pellet canister - doesnt sit well.


I'm personally more concerned with Tau weapons jamming. A pulse weapon is essentially just a plasma-firing coilgun - how exactly does it jam when there are almost no moving parts involved? I guess you could write it off as a malfunction or a short circuit instead, but that doesn't really sit well with all the emphasis supposedly put on quality control by the Earth Caste when building them (I'm also not entirely sold on lasguns jamming for similar reasons, but from what I gather they have a special rule covering that).

Also, 'even if you go down you can at least look good doing it' has always been my tabletop MO as well.
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Tael
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#10 » Apr 13 2017 08:59

Like an open imperial city, and not an underhive.


Yeah that can make a huge difference. 40K 2nd Ed is more suited to classic open field fighting. Necromunda is more desperate and close quarter - ammo rolls being at 6 due to blazing away hoping to hit that guy in dense cover.

Few variety games should see how offeset Tau are in comparison to others though :)

As for Tau weapons, having looked into the science years back, not many moving parts at all. Just coils and mag-fields. Though we have to ignore the intense heat of a pulse round killing user but you know, hand-wavium tech ;)

Good point about Earth Caste maintenance too. Make weapon malfunction even weirder.

Anyhooo. not much we can do now, but it is interesting seeing we benefit from being sneaky and the markerlight may be potentially used whilst hidden.

Jemini78
Shas'La
Shas'La
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#11 » Apr 13 2017 09:04

well, I am not really that worried about ammo rolls, I mean, it is 2d6 to roll and we got a pretty low number, but, then again, I tend to fail the important checks after all.

Something I just thought off, I was thinking of picking up that second pulse accelerator drone, but after tonights game, i think an extra pathfinder might be more useful if you don't have access to a second recon drone. Having a drone take up a spot in your list, but not being able to shoot with it, is an extra model doing nothing really in your turn, which is rough when you take multiple marker lights. The marker light helps to eliminate cover, but say for example, you use it, then destroy the model if you only have one marker light, the rest revert to firing into models in cover. My marker light guy used that for a few turns, didn't fire a gun once, but still got shot like everyone else. The carbine cost was mostly wasted. So that has me thinking of taking a recruit with a marker light and combat knight, maybe a pistol incase of melee. Having a long ranged weapon is rather pointless if your markerlight is spending the entire game being a spotter.

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Tael
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#12 » Apr 13 2017 09:07

Funny you bring this up, because I'm tempted to create a Sniper Drone and Spotter pathfinder. An exclusive pair. Its an idea with merit and you've put it in context better than I when considering 'wasted shots' vs 'Markerlight use'.

Fair point about Pathfinder over drone though!

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Panzer
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#13 » Apr 14 2017 04:36

Jemini78 wrote:First off, We need some improvements, I felt severly handicapped that game, especially after I lost a few models, thankfully they didn't go out of action right away, but what is the point of rolling on that chart again, to have them flip over and still do nothing when you roll on it again. If you went from face down to face up, shouldn't you be less likely to bleed out (be taken out), and that you are going to become more likely to get back up as you recover. Also face down all you can do is crawl. Face up all you can do is crawl. If you are face up, give us overwatch shots or snap fire shots or something if you aren't going to let us have better odds to get back up. Once your team goes to face down, its pretty much over. If that is the case, why didn't they just give us multiple wounds to start, because it became a fast down hill match after the face downs started happening.

They ARE more likely to get up when they are just pinned (face up). You get to test for getting up early when one of your guys is in 2" range and at the end your turn all your pinned guys get up automatically. ;)

Jemini78
Shas'La
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Re: [WIP] Jemini's Ke'lshan Pathfinder Kill Team

Post#14 » Apr 14 2017 09:03

yes, but when you got 3 rounds and the fight is still down, it just means all they do is crawl away. I would think that if they are down, that maybe each turn after that first test, they have a better chance of getting back up, one of my models eventually became just pinned, but I routed before he could get back up. I was just thinking how nice it would be if they could snap fire when laying on the ground, maybe set a 12 inch max distance, and only able to get a hit on a roll of a 6+. oh well, lessons learned, was trying to keep my distance, but with the short range of the carbine, I had to get within their shooting range to shoot so I knew i would probably get shot back, i just tried to stay in cover to give my opponent those modifiers, which he usually had a -2 to hit me as I picked cover where my little tau were mostly hidden except for a head and shoulder.

However, now that I think of it, it was my son. He has his mother's luck for rolling dice, which I do not have, so yeah, he was bound to beat me due to making those 5 and 6+ to hit with those guass blasters.

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