Showing posts with label commisar. Show all posts
Showing posts with label commisar. Show all posts

Tuesday, January 24, 2017

Jornath: Unit Spotlight [Kula Conservator Cohort]




This will be an in depth exploration about the men and women of the Kula Conservator Cohort, for more information about Kula Hive, click HERE

Notes on Nomenclature

  The Kula Conservator Cohort, (hereby abbreviated to simply "KCC")  is a bit of an enigma, in terms of its categorization and designation in Imperial Guard records for Jornath. This is of course not a particularly rare occurrence given the sometimes maddeningly eclectic manner in which Jornathii military units, especially those comprising the Planetary Defense Force were formed out of historical feudal warbands. As Such the KCC is referred to by the Regional Munitorum (which does not recognize local/planetary designations only those issued by Sub-Sector Command) as Jornath PDF Regiment 78 through 88, this designation follows the short-sighted assumption that Jornath's PDF commanders organize their units strictly in adherence to the Cadian standard of Shocktroops; this being infantry and armored units combined together in well-drilled and disciplined formations.  
  
 Of course in the Sub-sector's Tactica Command Headquarters on Casa Ureint, the records are more open-minded and flexible towards the eccentricities of each planet's ancient military traditions, with the mindset that attempting to record these variances, would save valuable time during briefing, should an emergency arise. However,  even these records are flawed,  here they refer to the KCC, as the "Kula Conservator Regiment" mistakenly assuming a Jornathii "cohort" as equivalent to that of a single standard infantry regiment (an issue that occurs many times in this particular record) a mistake that would exclude over 200,000 men and several hundred fighting vehicles from the order of battle.  Fortunately, for Kula this would be a clerical error that would very likely save the city, as Tactica Command's plan of defense for the region, appointed vast reserves to flood the area to make up for what it perceived as a lack of strength. Therefore, when the Orks first landed in the opening days of the Battle for Jornath, the KCC brought an effective strength of 230,000 guardsmen, and was supported by nearly as many mustermen, and Oakenzid cohorts appointed to the defense of the vital tidal flats. meaning the initial Ork landing zone was quickly surrounded and suppressed by a half million soldiers. 

  Indeed in reality, the KCC, is a grouping of eleven separate regiments; ten infantry, and one mechanized infantry collected under the title of "Cohort" a holdout from the pre-imperial history of the planet. There is no standard size for a Cohort, nor does it reference all the forces of a particular area, city or nobleman.  A Cohort simply put is a group, bearing forward a particular enscroll of military traditions, practices, and most important to Jornathii history, an honor roll of victories and noble defeats. As a result a cohort's size and capabilities are wrapped within the histories, legends, and complicated familial social structure of Jornath's aristocracy. An off-world commander would look at the massive tome containing the deeds, actions, strategies, size and battlefield cant of a particular cohort, and chaff at the sizeable task of weaning all the data into useable and helpful bytes for theatre command. Whereas a local Jornathii commander would know intrinsically the capabilities, history, and size of any given cohort. The issue of course becomes family bias, and heated disputes over territory, trade agreements, and dozens of other petty arguments between nobles skewing the account of a Cohorts ability, this occurred many times during the first three years of the Battle for Jornath, when local PDF commanders would provide inaccurate accounts of local forces to Tactica Command groups or Astartes, not through pettiness in all cases,  despite their ancestral feuding, all Jornathii hated the Ork and wanted to contribute to its eradication from their planet, in the vast majority of these cases the social dialogue of discussing a rival's cohort had become so ingrained in Jornathii low gothic that they simply had difficulty accurately communicating the information to off-world commanders accurately. 


Equipment and Payment

   Cohorts are raised from volunteers, each has its own stipulations as to whom is eligible to apply for admittance into a Cohort's ranks,  the more well known and successful, the more difficult it is to gain entry. For the KCC, the applicant must be at least nineteen years of age, have no less than one year of prior military experience in a Huscarl, Mustermen, or Militia unit, be in healthy physical condition, and must be a citizen of Kula Hive, Bolasku, or any of the villages or towns in the Kula Province.   

   The KCC is supplied and funded by the citizens of Kula Hive primarily, as Cohorts are required by Jornathii planetary law, to draw funds only from the population in which the unit recruits. However, the KCC act as an interesting exception, in that they are also given funding from the entire nation of Manfredi-At-Prima, of which Kula is the capital. This is due to the prestige of the city globally, and the high regard afforded to the Cohort as professionals, and particularly loyal troops. 

   As a result the KCC is spoilt for options when they look to create their wargear, while the exact equipment and its sourcing is stated elsewhere, it will be restated here for continuity's sake. The basic equipment is fashioned in the Cadian style, but with a bent towards the finery and circumstance consistent in traditional Jornathii Battledress.  The Cadian Flakhelment Mk XI, is an expensive and highly technical piece of equipment, which can be difficult for less disciplined or less technically inclined personnel to maintain effectively, the Jornathi Defense Forces meeting both of these criteria, the optionable alternative chosen by many cities on Jornath, is the Alar-Median, Slatthelm K1,  which, offers a similar weight and protective capability to that of the Cadian Mk XI, but does not include the Vox interface or advanced user HUD, or sensory deadening suite. In terms of Body Armor, Jornath sources  from Antax, Alar-Median and Tolkhan. Kula chooses to take from the Tolkhan Dura-Curiass 023, which takes the Cadian style flakvest, removes the shoulder plating, and alters the sensory and trauma response systems to maintain operation at peak efficiency under water, or in highly damp conditions, but it suffers from decreased performance in high-dust situations, it offers similar impact resistance.  The Kula Conservator Cohort, use the M36-C Kantrael Pattern Lasgun, for the carbines obvious benefits in naval, urban, and mechanized operations.  The Cohort uses the Chimera Armored Personnel Carrier as its chief combat transport, the Helstannon "Intrepid" carrier, for both hauling equipment and most terrestrial troop conveyance. The Chief combat vehicle for the KCC units, is the Leman Russ Battle Tank.  

   The Specialized nature of the  Tolkhan Dura-Curiass 023, sets the KCC a cut above its peers in the Jornathii PDF, who are generally lucky to have Lasguns rather than autoguns. What the KCC lacks, is solid communication on an infantry level, while it makes use of the backpack mounted Vox kit, this flies in the face of the streamlined and fast moving kit that the KCC quartermasters worked so hard to create. The workaround to this,  which is being partially introduced, as funding arises, is the retrofitting of Helstannon carriers into Vox boosting relay's, using the same antennae system most hab-blocks use for picking up entertainment frequencies, obviously in these machines are dialed to receive transmissions specifically from KCC Vox's and the Indigo Sparrow Command Center.  The Helstannon "Vox Carriages" then allow for Microbeads, purchased from Alar-Median in small batches, to be used over longer distances effectively streamlining the basic wargear of the average KCC armsman or NCO.  The KCC has 3 patterns of fatigue, a dress fatigue, in grey with red trim, reminiscent to the one the unit had in the 31st millenium.  A camouflage speckled woodland pattern, produced in Kula province, and finally an arid/tan speckled camouflage pattern, which is produced by Altheri Hive for its Aeroscant crew, and Drop Infantry, but is sometimes used by the KCC for operations in the northern mountains



Hierarchy and Order of Battle

    The KCC as previously stated consists of 225,000 men and women, which comprises 5% of the population of Kula Hive.  These guardsmen, are broken into 10 infantry regiments of 22,000 apiece, and a single 5,000 men mechanized unit. These numerical accounts may seem particularly inflated, as most Imperial Guard Regiments comprise around half this number in a standard Infantry regiment, this is because all of the logistical, administrative and support personnel for each regiment are included in the regiments fighting strength, as the suggestion of not being considered a "fighter" in a cohort you are a member of would be deeply insulting to a Jornathii. When we subtract these personnel from the total fighting strength, we find that the total frontline personnel of each unit to be around 10-12,000, much more in-line with the munitorum standard.

Regiment 1 -  Commanded by Regent Col. Hugh Enniol [OiC]
Regiment 2 - Commanded by Col. Janyce Nemes [Mistress/Master of Quartermasters]
Regiment 3 - Commanded by Col. Petyr Kendisoplis [Mistress/Master of Euclidian Loyalty]
Regiment 4 - Commanded by Col. Dand Ceellis 
Regiment 5 - Commanded by Maj.Chri Wenwyl 
Regiment 6 - Commanded by Maj. Zacc Olliem -Unit Destroyed in Defense of Bolasku 
Regiment 7 - Commanded by Maj. Tenta Eckrad 
Regiment 8 - Commanded by 1st. Capt. Lueff Sentagato - Unit suffered 78% Casualties.
Regiment 9 - Commanded by Maj. Kenlo "Crash" Ean. 
Regiment 10 - Commanded by Maj. Ashwyn Honon.
Regiment 11 - Commanded by Knight Regent. Isabella Jan. [Mechanized Inf.]


The Cohort commander, also doubles as the field commander of the 1st Regiment, and also attains the honorific of "Regent Colonel",  it is the duty of the Regent Colonel, to authorize officer commissions,  and to receive direct orders from Jornath Planetary Command.  During the Battle for Jornath, the Regent Colonel, also acted as the emergency theatre commander of the central Kula province for a short time, as planetary defenses were martialled to properly meet the Greenskins. 

The commander of 2nd Regiment is also the head of the quartermasters, and must approve any wargear deviations for the Cohort, they are also second in rank to the Regent Colonel, and will act as his/her replacement should the commander be slain. 

The commander of 3rd Regiment is the head of the Cohort's spiritual and moral needs, while in no way a member of the Ecclesiarchy, the Mistress/Master of Euclidian Loyalty, informs new recruits of the legendary 1st commander of the cohort, Euclid Kinnell, and reminds all others of what it means to be an armsmen of the KCC. 




Battle Honors

March of Saint Euclid the Loyal - The seminal battle of the KCC during the breakout of the Horus Heresy. The cohort marched en mass, to counter Mustermen and Huscarls of House Genntim, who had massacred Kula's civic leaders, in a bid to effect a coup d'etat in the name of the Warmaster. After a lengthy urban battle, the Cohort was successful in forcing the Traitors to surrender. 


The 1st Battle of Rotthresh Creek - Around 450 years before the Battle for Jornath, The Regiments 3, 5, and 11 as part of a large scale search for a group of missing youthful hive nobles, and local citizens, stumbled upon a heavily disguised Traitor, Sslyth, and Eldar, raider encampment. The Xenos and Pirates fought fiercely to break out of the situation, but were eventually surrounded and obliterated, leading the Cohort to the missing civilians, thankfully before they were spirited away to slavery. 


The Firestorm of Kula- When the orks landed on Kula, they did not do it with subtlety,  the Ork Kroozer, was shot out of orbit by Suetonius Station, as it descended it broke in two, one half crashing in the tidal flats, 20km to the East of Kula Hive,   and the other 475km to the North. The KCC martialled quickly and met the aliens in the burning forests and grasslands of the tidal flats,  they were horrendously outnumbered, by the Orks,  but fortunately the crash had confused and muddled the xenos enough, that the KCC managed to maintain an effective exclusion zone long enough for reserves to arrive. 


Last Stand of 6 Regiment- During the 1st Year of the War, following the botched Operation Remits Maw, Orks on both the Northern and Kula fronts counter assaulted en masse and with good leadership, catching Tactica command off guard. The KCC and other PDF forces had the Ork crash site fully surrounded, with the bulk of forces in the south and west,  where the Orks had attacked the entrenched Imperials everyday since the first day of the war. During the Ork counter assault, in midsummer,  the greenskins struck out with all their forces to the East, into the port city of Bolasku, in a bid to build a ramshackle fleet and breakout to the south along the coast.   The city was held by the 1st Royal Neohuscarl, Militia and the 6th KCC. The militia tried all they could to harass the Orks, but were brutally swept aside,  the Ship building factories, and docks themselves were held by the 1st Royal Neohuscarl and the 6th,  which were able to hold while outnumbered nearly 100 : 1 for 12 full hours before being slain to a man. Major Olliem, is said to have died leading Gamma Company in a bayonet charge to clear the Regiments' mortar pit of aliens, after the company had fully run through its ammo stores.  









Monday, February 16, 2015

The Spark of Dissent. (40k)

-750 Points,  Utilizing 6th Edition Rules for Battles, 4th Editions' lovely Campaign & Experience charts, Open to Codices from all Editions.- 

The Scroll Seekers. [5th Edition CSM]
-Librarian Talis  (Sorcerer, w/ Bolt of Change, Warptime, 'Master of Maneuver') 
- Maximus Rotuli (CSM Terminators, 6 men)
- [Unknown Designation]    (Chosen, w/ 2 Heavy Bolters, Icon) 
- [Unknown Designation]    (Thousand Sons. w/ Doombolt)  


2nd Company Kingscrest Brigade.  [7th Edition Astra Militarium]
 Company Command Team: 80
OiC Captain Sallamis [Draconian Disciplinarian]
-Vox Caster, Regimental Standard

Commissar: 25



Alpha Platoon Command Squad: 45
-Vox, Platoon Standard.

Alpha-1 Combined Infantry Squad: 115
20 Men, Vox, Grenade Launcher, Flamer

Alpha-2 Combined Infantry Squad: 115
20 Men, Vox,  2x Grenade Launchers

Alpha-3 Conscripts: 60
[CCT Commissar Attached]

Alpha-4 Heavy Weapons Squadron: 60

Alpha-5 Heavy Weapons Squadron: 60


Beta-1 Scout Sentinel Squadron: 70
2x Sentinels


Cesstus-1 Tempestus Scion Squad: 118
9x Men




Overview:
The Emperors Scroll Seekers Chapter are a mysterious lot, they are known for their collection of significant human artifacts, which has made them many enemies within the Mechanicus as one might surely expect of such activity. But, they are not lacking in zeal and tenacious fervor for the God Emperor, and so their various quirks have not put them to far at odds with the Munitorum or Inquisition when it comes to persecuting the enemies of mankind. That is, until the events that transpired on the swampy Feral World of Zacadies.   

In the waning days of 567.M41 the,  then Imperial World,  of Zacadies was embroiled in a pitched system wide engagement, against the Ork hordes of Warboss Jagsmakk.  While the Warboss's forces were suppressed and contained Zacadies never fully recovered, the western hemisphere went primal, devolving into savage tribesmen,  while the eastern hemisphere belongs to the survivors of Waaagh Jagsmakk.   

At the beginning of 890.M41, a reclamation operation was organized with 4 regiments of the Astra Militarium, to scour out the greenskins from the Eastern Hemisphere, and secure sites for recolonization efforts. The Scroll Seekers 4th Company being 'in-sector', expressed a peculiar level of interest in the effort and made it clear they would aide the Guard assault. 

The Assault begins well enough with low-moderate casualties, all Guard assets make planet fall and begin moving to secure their objectives.  The Scroll Seekers move and begin obtaining their own goals with little concern with other Imperial forces.  

The Kingscrest Brigades' 2nd Company is advancing on a dilapidated water filtration plant, to secure the position and open the way for repair teams.  They are stopped suddenly by a small group of elite Astartes from the Scroll Seekers. Who demand them to turn back and leave the facility and its artifacts to them.  Captain Sallamis, not one to be bullied by anyone, especially when it means not completing an objective, states "This place belongs to the Imperium,  you will allow us to complete our objective or you will be fired upon". The reply is simple,  "We are the sons of the Emperor, we take orders only from his divine will. Turn back in thirty seconds or meet your demise."   

Shortly after a hail of bolter rounds would rip apart a forward reconnaissance squad.  



"The Relic";  Diagonal Deployment. 


The Infantry on both sides make speed for the objective, a few blasts from the sentinels take a Thousand Sons marine, but ultimate little else occurs.


The conscripts take the lead, blasting a few las-rounds into the Thousand Sons who barely take any notice at all. The Chosen opt to weed out the conscripts a bit, and scythe down a handful with long range bolter and heavy bolter fire. 


The Conscripts charge past the relic and into the thousand sons, and against all odds hold their own, The Tempestus Scion's team arrive just in time to halt Talis and the Chosen as they advance  on the right. The Hellguns do their job in a flurry of 5's and 6's.  the Chosen are reduced to bloody ribbons and smoking exit wounds. Talis sustains a wound. 

The Conscripts are suffering horribly, but don't break, and in fact deal casualties of their own to the Thousand Sons. Talis charges the Scions and uses his force weapon and Bolt of Change to make short work of the Special Forces unit, their screams still echo faintly around the facilities halls. 1st and 2nd Squads form up around the objective to pull the relic out. The sentinels try to move into the alley, but the lead sentinel gets immobilized on some sludge barrels and the leg workings seize up.  The Terminators appear just in time to box my infantry in (it wasn't planned, but it definitely had that feeling!)

A view from Alpha Platoon's command dugout at the giant melee. Just before the command teams charge out to try and stop the marine heavy hitters from assaulting the squad with the relic. 



1st squad, the platoon command, and the company command assault the terminators where Captain Sallamis fells two terminators (three cheers for snake eyes),  the commissar and two surviving conscripts keep fighting the thousand sons, bravely holding the line to try and let 2nd squad escape and win the game.  But the last Scion collapses in a pool of blood soaked mud, and Talis sprints forward into 2nd Squad, forcing them to drop the relic and defend themselves.

 Talis doing awful things to second squad...


A sight less guardsmen left at turn 6.  



Final Results:

Astra Militarium: 1 [First Blood]
Scroll Seekers:


Honifrica Opima:


 Librarian Talis- without the sorcerer, its likely that the marines would have been unable to firmly punch through to the relic,  he also accounted for the marine kill point and just general excelled at being a 'hero' character,  he was awarded with a dump trucks worth of experience,  and a stylish new paint job (picture in the next battle.) 

The Conscripts of Alpha Platoon.- The militia of this squad, personify the reason I love the Imperial Guard. despite being normal humans, even more so than their guardsmen counterparts. They fought against expensive heavy infantry, the entire game, not breaking through their determination and obscenely lucky amount of wounds.  Despite locking down the Thousand Sons for four whole turns, and nearly securing victory as a result. the experience chart (were I awarding this list exp) would have been a -20. These guys exemplify the grim futility of life in the Guard! 






This was JD's (Scroll Seekers) first 40k game, and it was definitely entertaining. I mentioned above that we are using the exp/ battle honors section from the 4th edition rule book. Since this is the first battle in the 'campaign' no battle honors were awarded.  I will also, be playing Orks which i'm currently working on building up, so that i'm not at quite so much of a materials/familiarity advantage over JD in future games, therefore I didn't award the Kingscrest any exp. 

If you've got any questions about this weird hodge-podge of books I call 'house rules' now.  or random commentary feel free! 


-Your Favorite Madman- 









Sunday, August 24, 2014

Col.Uriah Merda. Commander Yurien 3rd

Colonel. Merda,  known also as "Rust's Bulldog."  Is a older man,  of 52 years,  and one of Antilo Rust's most tenacious, and senior of Army Group Commanders. He is vicious, known for lightning quick armored offensives and the liberal application of Mechanized Infantry assets.




As a young man, Uriah Merda was a fiercely independent member of "The Brass Hegemony" a volatile economic sect of the Imperial Government on the Hive World of Cauldron's Gate. There he was responsible for overseeing the discipline and punishment of illegal mutant slave laborers, that provided much of the workforce for the Hegemony's obscenely high product quota. Cauldron's Gate, was eventually shifted into the zone of reinforcement for the Astra Militarium war against Orc Pirates in the sub sector.  Merda's, natural talents as a disciplinarian proved very helpful for his career, and he was placed in the 4th Cauldron Infantry's regimental command staff as an adjunct Commissar.

In his tenure with the 4th, he learned the trade of the political officer, and soon relished the work, putting the fire of battle and will to succeed into the hearts of the infantrymen under his direction.  After nearly a decade in service with his home regiment. Merda was given the rare promotion to the rank of full Commissar, by his mentor, and was to be transferred to a special Schola in the Segmentum Solar for indoctrination of the just right of Imperial Law.   However, as is sometimes the case with the Departmento Munitorum, he was prematurely transferred to the 3rd Yurien Regiment as a Senior Political Officer, to assist with the Cyrian Civil War.



Upon making planetfall on the dusty flats on Yuria. Merda, assisted for sometime in small scale anti guerrilla operations, becoming familiar with the mechanized blitz tactics of the tankers.  Eventually, late in the war, only a few months before the Pilgrims would arrive and liberate the world.   The Governor issued  Edict 001,  to all loyalist regiments,   the systematic annihilation of all resistance units, their families, their families relations, and those relations' relations.   When the 3rd heard of this, their fury and outrage was absolute, armed terrorists was one thing, but few had been prepared to enact a full purge. Loyalties were tested, and it looked like even the PDF would rip itself apart.  Merda, spent much of this time brooding, thinking about his true place.  He decided, that the only proper thing to maintain discipline in the regiment would be to execute the acting Colonel Tamhander,  and place the regiment in a state of total neutrality until the wars end.

The 3rd, would be encountered at the central Tram station, holding off the 2nd Yurien "Loyalists" by the 11th Rallen. The stress, and lapse of imperial law, had let the temptations of Chaos slip in, and the 3rd were just starting to build bloody alters to Al'shata Kharone (The Blessed War Father).  Merda acting as their defiant new Colonel.  

Soon, Merda, would be promoted to the rank of Lex Commandat in the Pilgrims,  and be in command of the entire 2nd Army Group, some 1.8 Million Souls.  but for all the titles of distinction, he chooses to be called Colonel and thinks it more "homely" and "down to earth".   While he spends a lot more time in command rooms, and briefings than he would like, Merda still finds plenty of excuses to extol great feats of courage, and fight alongside his "Tough Bloody Boys" .





-Your Favorite Madman-