Test Game 1 – Rounds 1 & 2

Pre Game

We finally were able to start our first game of 11th edition testing out our proposed Kirlamir Crusade armies. I am continuing to play my T’au Crusade army from 10th edition with some small changes because of the new Advance Acquisition Cadre and the jump to 2K points. I opted for the Force Disposition Reconn and was already heavy on Infiltrators in 10th so I added a few more. He chose Priority Assets for his.

Our missions were Search and Scour for the T’au and Vanguard Operations for the Aeldari. Tau would score 3VP if central objective was secured, 2 VP to destroy a unit that was on a terrain area, and 4 VP per objective controlled other than Home. The Aedlari would score 4VP per turn doing the Vanguard Operation on a terrain area in my territory, 2 VP for each of my units that were destroyed, and 4 VP per Secured Objective (other than Home)

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11th Edition Kirlamir Crusade

OK, here are my thoughts on the Campaign.

First, we will have an over arching, long term campaign, but it will be broke into smaller sub-campaigns (possibly areas on a planet or planets in a system).

Second, the setting will be the T’au controlled sub-sector of Kirlamir. Somewhere in this sub-sector may or may not contain some ancient Aeldari artifact that the other factions will be looking for. Liberators will be the T’au and their allies; Oppressors will be Aeldari and their allies; Raiders will be those not allied with the T’au or Aeldari.

Terms used

  • Crusade – In the 11th edition setting a crusade is a string of campaigns with a narrative purpose. For, example, the Kirlamir Crusade involves multiple campaigns across the sub-sector.
  • Campaign – In the 11th edition setting a campaign is a 7 game string of narrative games using a GW campaign deck or book. Each campaign phase will be 3 games per consistent player. This will allow for the best of three to determine the winner of that phase. Consistent players are ones that can actually get the required games in by the phase deadline (2 months?).

Order of Battle

We will be using an Order of Battle, similar to the old Crusade system

  • This will mostly just a roster of units and any buffs or enhancements that they have.
  • Order of Battle will start at 3000 points with an additional 1000 points add after Phase 1 and Phase 2.
  • You don’t have to have different models for every unit on your Order of Battle. For example, if you only have one Captain model and you are using him as Cpt Joe with an enhancement, he stays Cpt Joe with that enhancement no matter what detachments you decide to use. If you want a different Captain with a different loadout/enhancement, say Cpt Frank, you can use the same model – however, it goes without saying, Both Cpt Joe and Cpt Frank cannot appear in the same game since you only have one model.

Unit Upgrades and Enhancements

In the new Campaign system there is no more tracking of experience points. Battle Honors and Battle Skills are awarded to a player after every game. There are no more Battle Scars.

  • Agendas achieved – each time a player successfully completes their agenda mission the receive an Agenda Achieved card. These cards are used by the factions to determine the winner at the end of a phase.
  • Unit enhancements/upgrades
    • Individual units are limited to ONE (1) enhancement/upgrade. However, an attached unit may have more than one total (one for each unit that makes up the attached unit)
    • When a unit is added to the Order of Battle they may select an enhancement or upgrade from any legal detachment for their army. The points associated with those are applied to the points cost for the units they are assigned to for the duration of the campaign or until the unit is dropped from the Order of Battle. Players are limited to 4 enhancements/upgrades for their initial Order of Battle.
    • Inherited buffs – per units start with up to 4, pay points. From any legal detachment and are locked to the unit assigned for the length of the campaign. These do not add additional points cost per unit.
    • Units my only have one enhancement/upgrade regardless of whether it started with it when added to the order of battle or earned during the campaign.
  • Relics
    • At the end of the phase a player may choose to select a campaign relic as described in the campaign deck/book.
    • Or the may add an enhancement/ upgrade (when chosen, choose up to 3 units). Enhancements/upgrades earned this way do not cost points like when chosen for a unit when added to the Order of Battle.

Campaign Completion

Since there will be multiple campaigns per crusade, only a core set of units can be used to build the new Order of Battle for subsequent campaigns.

  • Players may carry over only 4 enhanced units (honors, skilled, relics) from their previous Order of Battle to the new Order of Battle. If one of those units had an enhancement/upgrade when added to their previous Order of Battle, the points cost of that enhancement/upgrade is removed from the points cost of that unit in the new campaign.

    For example, Kroot Trail Shaper was added to the previous Order of Battle with the Nomadic Hunter enhancement, which raised the cost of that model by 20 points for the entire previous campaign. If that unit is carried over to a new campaign, the cost of that enhancement would be removed from that model. That would bring the points down to its base points cost, AND keep the Nomadic Hunter enhancement.
  • Each campaign resets the draw piles of honors/skills. This means that a player can duplicate relics/enhancements; just not on the same unit.

Kirlamir Sub-Sector map
Survey CodeSolar System NamePlanet Type
KS-01T’ol’varCivilized World
KS-02Kel’saaraCivilized World
KS-03Shi’renCivilized World
KS-04TashAgri-World
KS-05Vre’losCivilized World
KS-06Kor’talMining World
KS-07MiralCivilized World
KS-08D’yanochMining World
KS-09El’kyrCivilized World
KS-10Vash’renCivilized World
KS-11Rin’korMining World
KS-12Fal’shiirMining World

Tau Auxiliary Troops

This pic was requested in my comment on SirDeeSee’s post “This may be getting out of hand” post on Reddit’s r/kroot channel.

122 Carnivores, The Hunter Strikes, 10 Hounds, 10 chaos hounds as kroot hounds, Gue’vesa unit with Devilfish, 8 Krootox Riders, 9 Rampagers, 2 units of built Farstalkers, 3 Lonespears, 3 each Flesh Shaper, War Shaper, Trail Shaper (one is Anghkor Prok), and one old shaper. The gap is for the yet to be built Farstalker unit.

20 new Vespid and 20 OOP Vespid (10 metal; 10 failcast)

Once the Farstalker unit is build that will be 3205 points (as of 4/22/2026)

Recon Mission 001

Briefing

As the cleansing operation in the Oresharl [Kreagan Hollow] system was wrapping up, the Aun’ar’tol had decided that it was time to investigate the systems to the galactic West. Based on information gleaned from the Gue’vesa and the data decrypted on Bor’al Fio’Quan it was decided to investigate the Nex Bastion penal system first. The intent was to envelop the Sub-sector capital system of Traskellar, cutting it off from supplies and resources before sending in the Water Caste to negotiate them joining the Tau’va.

Aun’vohl called the other caste leaders to the Aun’ar’tol chambers to brief them on the next step. He looked around the room at the caste leaders sitting reverently around the table; Fio’O Tong’ata the Earth Caste Chief; Por’O Shamasa the Water Caste Lead Envoy; Kor’O T’suka the Fleet Commander; and Shas’O Paluto the Fire Caste Commander.

Continue reading Recon Mission 001 →

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