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Tardcore posted:Slightly related, I've actually been thinking Only War would be a good system for playing as underhive gangers, that would be pretty cool. If my pirategame works out I plan on starting one a la Necromunda. Please note that if you were thinking of doing it yourself don't let me stop you!
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# ? Feb 13, 2013 20:40 |
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# ? May 31, 2024 22:49 |
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I'm looking for some tips in spicing up my Deathwatch combat. I've done a stealthy lictor chase around yackety-sax thing, I'm doing the concealment/smoke -20 BS type thing and a time race but really everything seems pretty straight forward. Force axes demolish most stuff in one hit and Master at Arms tac marine (Storm Of Iron + Blast (2) on bolters is three hits that each do 6 magnitude damage, plus a couple tacked on at the end from other traits) shreds hordes. I'm finding most things are either ignorable or they are anti-tank weapons, so I'm looking to mix that up a little. Any DW combat suggestions? I'm getting the narrative feel and atmosphere right but the combats are really quick.
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# ? Feb 14, 2013 04:37 |
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Karandras posted:
I'm having the same problem in Only War. One of my PCs rolled INCREDIBLY well to requisition a meltagun and some ammo, and now he pretty much solely relies on point-blank one-shotting most big/dangerous enemies. The only time it's gone awry is last session when he set himself on fire and almost died from doing critical damage to the enemy.
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# ? Feb 14, 2013 05:24 |
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Try things that force them to maneuver more. Fight on say an high-altitude space elevator platform that is collapsing, with bits of the floor falling away, having to dodge debris, etc. You could make a sort of a grid, divided into quadrants, each of which are themselves subdivided into quadrants (so 16 total grid squares). Each turn, 1 of the squares randomly falls away, creating a pit, anyone on that square has to test agility to not fall through (obviously your Assault Marines with jetpacks will find this less of a threat). Furthermore, anyone using a jetpack has a 1/3 chance of being hit by a flying object, doing damage and sending them sprawling (agility test to not fall off the platform). The instability from the bucking platform penalizes WS and BS (though it would make sense that the BS penalty could be mitigated by stabilizing weapon add-ons). Debris provides tons of cover for enemies, and you can randomly add and take away debris to reflect new objects crashing down. The idea is to provide some thematic ways that tie into the narrative, that will make the combat a bit longer and utilize more of the combat options than just full-auto/all-out attacking everything. I'm a terrible DM and I'm sure that's a bad idea, but it's what I would do.
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# ? Feb 14, 2013 05:30 |
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That's an interesting idea. Thanks! Slowing people down and putting penalties on WS and BS tests is what I was thinking so that fits in and damaging terrain could work but it'd need to be pretty serious, something 2d10+5, for example, would need to roll nearly max damage to even scratch my marines but characteristics checks are a good way to add something. re: meltagun. I've got a multimelta guy and I've found a number of ways to mitigate powerful one shot things. Force fields, dodge rolls and a small number of elite guys (Say, 3-5) rather than one super big guy work quite well. If someone has a powerful single shot weapon it makes sense they'd save their dodge for it. This has caused my player to diversify his weapons a bit more and it's cool seeing someone have their melta shot dodged so they bring out a semi-auto shotgun, put five hits on a target and say 'dodge this'.
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# ? Feb 14, 2013 06:16 |
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Also, remember to make the enemies smart. If their target choice is between a couple schmucks with lasguns and similar, and a dude with a fracking MELTAGUN, who are they going to shoot at? Meltagun guy is gonna get his rear end drowned in supressing fire (or maybe attract the attention of a sniper).
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# ? Feb 14, 2013 06:28 |
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Beer4TheBeerGod posted:If my pirategame works out I plan on starting one a la Necromunda. Necromunda needs to get it's own core rulebook for 40k RP... STAT
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# ? Feb 14, 2013 06:38 |
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Karandras posted:I'm looking for some tips in spicing up my Deathwatch combat. I've done a stealthy lictor chase around yackety-sax thing, I'm doing the concealment/smoke -20 BS type thing and a time race but really everything seems pretty straight forward. Force axes demolish most stuff in one hit and Master at Arms tac marine (Storm Of Iron + Blast (2) on bolters is three hits that each do 6 magnitude damage, plus a couple tacked on at the end from other traits) shreds hordes. I'm finding most things are either ignorable or they are anti-tank weapons, so I'm looking to mix that up a little. gently caress around with the terrain in cool ways. Maybe there's explosive gases on this battlefield, causing energy and plasma weapons to do more damage but have a higher chance to explode. Maybe there's low gravity and the area is full of drifting trash so characters randomly get cover when you flip a coin and movement is awkward. Maybe its both of those things, so you've got low gravity and misses cause floating trash piles to explode, sending shrapnel everywhere
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# ? Feb 14, 2013 13:19 |
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That said my advice is probably not worth much because my players are simply demolishing every fight I throw at them, it's kind of humiliating at this point.
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# ? Feb 14, 2013 13:46 |
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Liesmith posted:That said my advice is probably not worth much because my players are simply demolishing every fight I throw at them, it's kind of humiliating at this point. I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches.
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# ? Feb 14, 2013 15:28 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches. Yeah I'm finding that my attacks either do no damage or instantly kill the astropath.
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# ? Feb 14, 2013 16:18 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches.
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# ? Feb 14, 2013 16:31 |
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Liesmith posted:Yeah I'm finding that my attacks either do no damage or instantly kill the astropath. Yeah I hate that sort of brinksmanship that can happen with a fragile character in a party that has tough people. You sort of get to the point where both you and the GM know you'll just die if targeted with anything serious. I'm glad my players are Space Marines and even the 'weaker' ones are pretty hard to kill For your Only War thing you should throw in some sweet native wildlife, that way you can amp up the damage per hit and stack armour on stuff without messing with the tech level.
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# ? Feb 14, 2013 16:39 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches. Really though there need to be some Horde Lite rules for these situations, mid-level Dark Heresy parties and Rogue Trader ones. The most straightforward thing would be every 5 magnitude grants +1d5 damage, but that seems a bit feeble. An extra 2 DoS on semi-/full-auto attacks per 5 magnitude along with the +1d5 damage? That'd make a 5-man squad a reasonable foe for most starting RT characters. I've been wanting to see if that actually works, but haven't had the opportunity.
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# ? Feb 15, 2013 00:43 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches. Also consider using specialty ammo and tweaking the weapons in use. There isn't necessarily anything particularly exotic or high tech about Man Stopper ammunition and you can have your nomads start to produce and distribute higher quality ammunition as it becomes apparent their weapons are of limited effectiveness against the off-world invaders. Similarly you can start mixing in an alternate pattern autogun using heavier ammunition- pattern it on real world battle rifles. Something like (Basic, 100m, S/2/5, 1d10+4, 0, 20, Full) would be good. Or just give the new rifles Pen 3 by default and have their ammunition be interoperable with Heavy Stubbers. These changes should be plausible from a logistics standpoint and don't require any major escalation of tech level but they do allow you to threaten your players with something they're not going to just totally laugh off. Combine them with Talkie Toaster's Sergeant idea and you have opposition that is credible on its own and downright deadly if they don't act swiftly break up the opposing leadership structure.
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# ? Feb 15, 2013 01:16 |
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Hodgepodge posted:Except the souls are eaten the minute they die, and then the ones who 'come back' are daemons posing as former cultists. Partially seconding this In the old days, they released two massive as hell books on chaos: the realm of chaos books. One for Khorne and Slaneesh, one for Nurgle and Tzeetch. They had content for both fantasy and 40k, and both the rpg and the wargames, and you can see echoes of the books even today in Black Crusade. The art in the book was wild and cool, even if the chaos space marines looked really bad (especially bezerkers). I can't remember which book it was, but there was a section devoted to creating your own chaos gods, their reward tables and also their daemons using a combination of random tables and choice. But what was really cool is that they gave you a long rear end example of this being done, with a chaos rat god called Kweethhul or something. And they illustrated him, and took you through creating all the daemons that served this god. And gave cool illustrations of each of those as well. The tables for the god creation were actually pretty cool, it could be used to create independent daemons. The "trappings" table in particular was awesome. Basically what your daemon-god looks like in visions. Stuff that was very strange but at the same time not alien, at least mostly not alien. Dedhed fucked around with this message at 02:24 on Feb 15, 2013 |
# ? Feb 15, 2013 02:07 |
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Dedhed posted:Partially seconding this That is in The Lost and the Damned which is the 2nd book. Its cool, if I could export PDF pages I'd create a new PDF with this section and host it.
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# ? Feb 15, 2013 03:00 |
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Are there any rules for Space Marine scouts in one of the assorted books out there? I want my Only War crew to encounter a lone scout, who should be a very difficult challenge, but I can't seem to locate any sort of rules for them. I want booby traps and silenced weapons damnit!
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# ? Feb 15, 2013 03:26 |
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I don't think there's any statted up but Deathwatch has pretty much all the gear for a scout (Rites of Battle has the scout armour). As for stats, they'd be around 40-45 for characteristics, 20-ish wounds and whatever skills, talents you need.
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# ? Feb 15, 2013 04:05 |
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MaliciousOnion posted:I don't think there's any statted up but Deathwatch has pretty much all the gear for a scout (Rites of Battle has the scout armour). As for stats, they'd be around 40-45 for characteristics, 20-ish wounds and whatever skills, talents you need. That's actually surprising that there isn't a book for being scouts. Oh well, thanks for the info, I'll go look up those books when I have a chance.
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# ? Feb 15, 2013 04:31 |
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Scoobi posted:That is in The Lost and the Damned which is the 2nd book. Its cool, if I could export PDF pages I'd create a new PDF with this section and host it. It sounds pretty useful as a source of flavorful ideas.
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# ? Feb 15, 2013 04:48 |
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I'm running an Only War campaign and my PCs got wrapped up in this huge cult/conspiracy involving the high command for their regiment's home system. They "solved" the crisis but have now been captured by the Inquisition. They all really like the idea of moving to a Dark Heresy style game with more investigation and freedom. I'd like for an Inquisitor to take them on as acolytes (as their actions have shown that they can handle themselves), but would it be too much of a dick move to take away all their fancy armour and weapons and have them start from the bottom up? The best I can think of is to tell them is that all of their Imperial-issued gear would attract too much attention and/or its all evidence in the Inquisition's investigation. The problem is that some of them are quite attached to their gear: ie. Commissar with his power sword and bolt pistol, Weapon Specialist with his meltagun... They're all excited for a more investigative-horror-survival type game, but how do I strip their gear without pissing them off?
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# ? Feb 15, 2013 16:14 |
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Don't strip their gear, that's a dick move. Try to introduce more situations that freak them out and horrify them but aren't solvable just through combat , really hammer home that "Oh gently caress, we can't just shoot this problem and move on like we used to" feel. Focus on the fact that even though they're used to working on their own they are utterly and truly alone here, no regiment, no commanding officers, etc. They can't requisition anything and will have to get very creative to make sure they have enough ammo to fuel those weapons. I mean, they're PCs so they'll inevitably wind up creatively stealing all of it but hell, that's at least two sessions for you. Let the gear be a reminder of how much easier things used to be. Don't switch to Dark Heresy the system, just have them run a few missions in Only War with a Dark Heresy bent.
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# ? Feb 15, 2013 16:31 |
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Seconding nobody liking having their gear taken off them. That stupid scenario in Deathwatch where you get told you've got to go do some thing in a Fallout 2-style Tribal World and not allowed to take your Gucci Armour and Weapons with you? gently caress THAT SCENARIO.
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# ? Feb 15, 2013 16:37 |
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Maybe strip some of their gear, but give them appropriate replacements. For example, replace their guard flak with mesh armor (far less obvious, and I think its the same level of protection). Have the Inquisitor deface their weapons, removing serial numbers and stuff like that so people will assume they're stolen if the equipment gets lost/captured (good way to piss of the group's tech priest if they have one). Basically have the Inquisitor give them a makeover from "Imperial Guard Squad" to look like Mercenaries or Gangers.
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# ? Feb 15, 2013 16:39 |
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I'm just worried that they're all going to be carrying their mountains of ammo, grenades, and explosives everywhere with them and make combat a joke. I had already thought about swapping their armour to more... subtle versions, but its the mountain of guns and ammo that they're sitting on that has me concerned about giving them an appropriate level of challenge. In a similar vein, how should I deal with their comrades? Also, we're not switching rules systems, just the flavour of the missions.
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# ? Feb 15, 2013 16:47 |
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Let them keep ownership of the gear but don't let them take it on every mission? The bit about trying not to attract attention is perfectly plausible for many missions. But if I were you, I'd also have their new Inquisitor pal send them on missions where, hey, a meltagun is exactly what they need to deal with a potential threat, and isn't it just so fortunate that he now has a squad of acolytes with advanced weaponry?
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# ? Feb 15, 2013 16:50 |
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/\/\/\/\ This is the exact reason my group did NOT take a Melta when we started our Only War mini campaign. If we bring a Melta, there WILL be things that require the usage of a melta! Just remember, it'll be a lot harder (and very expensive) to get things like Melta canisters and plasma flasks in the field as Acolytes. I wouldn't start counting thrones though that was one of my least favorite things about Dark Heresy. Just keep using a system similar to the Profit Factor of Rogue Trader and the ones that came after it. Comrades I'm not sure of, to be honest. Much like equipment once they start dying its gonna be hard to get replacements. Though I guess they could always recruit in the field ("We saved your life, you work for us now").
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# ? Feb 15, 2013 16:51 |
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JerryLee posted:Let them keep ownership of the gear but don't let them take it on every mission? The bit about trying not to attract attention is perfectly plausible for many missions. But if I were you, I'd also have their new Inquisitor pal send them on missions where, hey, a meltagun is exactly what they need to deal with a potential threat, and isn't it just so fortunate that he now has a squad of acolytes with advanced weaponry? This was sort of what I was feeling. I definitely want them to bring out the big guns sometimes as an Inquisition kill-team, but I'm worried that it'll be hard to convince players what they can and can't bring on a mission. Thanks for all the feedback guys.
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# ? Feb 15, 2013 16:55 |
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One thing I look forward to Only War is a play experience in which I'm part of a military group working towards some objective. Although I want there to be plenty of instances in which I, as a player, have to do special things or get caught in unusual scenarios, but I don't want the military conflict aspect avoided - Dark Heresy already has "Guard as Adventurer", and I want this game to be more then that plus some window dressing for the setting. With that in mind, I've been studying the command structure of the Imperial Guard. I thought I'd post my interpretation, since it took me a good while of studying old codices and the world war 2 source material to get here, and others who like me have no real world military experience might find it helpful. The understanding I have now puts a lot of scenes from war movies into a better perspective than "war guys talking about their war stuff, some of them are in charge of things". REGIMENT
COMPANY
PLATOON
SQUAD
TEAM
ALLOCATION OF RESOURCES AKA: I NEED FIRE SUPPORT, DANGER CLOSE! Generally speaking, the farther up you go on the chain of command, the rarer and less available (but arguably the more useful) the resources become. The squad has the most common equipment of the Regiment, the Platoon has some uncommon things, and the Company has very rare support. Knowing what's in the Squad, the Platoon, or the Company can help players understand what's available to them and how long it takes to get it, thus helping them roleplay as they bawl into a Vox for that Valkyrie pickup. As I said before, the Command has rare support, the platoon has uncommon support, and the squad is the smallest building block of the Regiment, espousing it's fundamental doctrines. Here are a couple of brief examples ARMORED REGIMENT
LINE INFANTRY
A Commander can choose to place his resources under the command of troops beneath him. So a Company commander can attach some of his rare equipment to a Platoon heading out on a mission, just like a Platoon could break up it's Heavy Bolter squad and one add Bolter per regular squad. The main thing to bear in mind is that where a resource is organizationally tends to determine how rare it is and how hard it is to use it. A Heavy Bolter in a squad can be used by the squad the moment they decide they need it. If the Heavy Bolters are formed into their own squad, then other squads have to ask the Lieutenant for help, but since the whole platoon is on the same battlefield doing the same mission, it shouldn't take long. If the players need help from something from the Company, they could be denied (all the artillery is busy, sorry), and even if the help is coming it's located however far away the Company HQ is and will be a while coming. One thing I'm not clear on is whether or not Regiments have units the run counter to their doctrine, kept at the Company level. Like does a Line Infantry Regiment maintain some tanks, just in case, or does each Regiment specialize only in their own doctrine and posses combat troops supporting that doctrine. I'd think that all Regiments would have at least a few Tanks, Planes, ect, because it's my understanding Regiments can be deployed to wars all by themselves. However, I'm not sure on this and maybe Regiments are supposed to work together to achieve combined arms. Anyway, this is how I understand the Imperial Guard to operate, if anyone wants to correct me or add anything, feel free. HOW DOES THIS ALL COME TOGETHER IN THE GAME Although the rulebook refers to the party as a Squad (just as they've previously been a Kill-Team, Acolytes,ect), I hope I've shown that isn't really the case. While the "regular" PCs could be in a squad, the Commissar and others are assigned to the Company. It's more likely they're all in the same Platoon at the time of the adventure; keep in mind that Platoons and squads come and go. Companies last, and squads last as long as they've got enough men left, but Companies use their Squads to compose Platoons based on what they have left from casualties and what the missions need. I'm not saying they change them all the time, but as the war changes so does the composition of the platoon. The Party definitely belongs to the same Company. This puts all the players at the same base. Presumably they are all sent out with the same Platoon (remember that the Captain can place his resources, including advisers, at the Platoons disposal) and so will all be on the same mission. Once they're in the field doing actual work, They could be assigned to the same squad or the game could work within the confines of the larger platoon, it depends. A "Sargent" PC might actually be a Lieutenant, Commanding upwards of 50 men, with the other PCs acting as his Command Squad, helping him provide in battle support to the various squads. So there you have it. Like I said, I want plenty of instances where the party has to do stuff mostly by themselves, but returning now and then to the theme of "actually in a war with lots of other people" is fun, and I hope this quick guide to Regimental structure helps you understand where the artillery is, and why it's refusing to help you. Jack B Nimble fucked around with this message at 17:38 on Feb 15, 2013 |
# ? Feb 15, 2013 17:14 |
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Enentol posted:This was sort of what I was feeling. I definitely want them to bring out the big guns sometimes as an Inquisition kill-team, but I'm worried that it'll be hard to convince players what they can and can't bring on a mission. A consideration in DH (and RT) is often what weapons you can carry in polite society, or just in a given area without standing out too much. Most pistols and swords are fine, basic weapons and larger... less so. If you're going in for an all-out raid on a cult HQ or something, on the other hand, bring it all on
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# ? Feb 15, 2013 17:29 |
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Jack B Nimble posted:HOW DOES THIS ALL COME TOGETHER IN THE GAME Thanks for this, it's really useful. I must admit, I've been having trouble putting this side of thing into words for my players while we are prepping for a new session. Rather than an almost completely autonomous squad as in the other 40kRPG books, the PCs are part of a much larger whole. This provides benefits (support, institutional framework to escalate things rather than 'hey Inquisitor, can we do this now?) and drawbacks (support may not actually arrive, can't go 'off mission').
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# ? Feb 15, 2013 19:45 |
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Jack B Nimble posted:Reigmental stuff I'd just like to point out that the Departmento Munitorum Manual (and the Imperial Infantryman's Handbook) has an entire section on Regimental organization and it bascially boils down to "who the gently caress knows, theres so many regiments out there that no standard exists." A regiment can have anything from a single company to thirty companies, and the sizes between squads, platoons and companies varies wildly.
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# ? Feb 15, 2013 21:20 |
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If you're looking for source material for how a Guardsman's life is like, the Ciaphas Cain novels do a good job of detailing how the average day of a Guardsman goes, how the rank structure works on paper, how it ACTUALLY works, etc. They're also a bit of a departure from the ultra grimdarkness of 40k, which I found to be the case for every 40k RPG I've played so far.
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# ? Feb 15, 2013 21:47 |
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HerraS posted:I'd just like to point out that the Departmento Munitorum Manual (and the Imperial Infantryman's Handbook) has an entire section on Regimental organization and it basically boils down to "who the gently caress knows, theres so many regiments out there that no standard exists." That's completely true, I agree 100%. What I posted was just one way it could work, and based on what I read it might be considered a sort of default organization, like maybe the way the Cadians (and therefore many other regiments) do it. That's one thing I hope I can convey to my GM; I'm not telling anyone it HAS to be this way, but the structure I posted is fully realized and it functions logically. I think it's better then a GM just waving away issues of authority or logistics. So basically nothing says the Regiment has to be this way, but if a GM doesn't want to come up with their own structure this one will work.
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# ? Feb 16, 2013 00:16 |
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Jack B Nimble posted:That's completely true, I agree 100%. What I posted was just one way it could work, and based on what I read it might be considered a sort of default organization, like maybe the way the Cadians (and therefore many other regiments) do it. That's one thing I hope I can convey to my GM; I'm not telling anyone it HAS to be this way, but the structure I posted is fully realized and it functions logically. I think it's better then a GM just waving away issues of authority or logistics. So basically nothing says the Regiment has to be this way, but if a GM doesn't want to come up with their own structure this one will work. Actually, the example they use is a Cadian Regiment and they note that as it has a strength of around nine and a half thousand fighting men it's really loving small for a Cadian regiment. This of course won't be possible with a regiment of three companies of a couple of hundred men each.
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# ? Feb 16, 2013 00:21 |
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The novels Relentless, Execution Hour, and Shadow Point are really good for getting RT naval flavor. Relentless especially deals a lot with the officer power struggle on a ship as well as what its like for press ganged people & the 'trusted men' who are ratings.
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# ? Feb 16, 2013 00:39 |
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HerraS posted:This of course won't be possible with a regiment of three companies of a couple of hundred men each. That's a good point,and where I think the structure gets kind of strange is that Only War and other sources say that a Regiment is about as high as the structure goes. Like multiple regiments make an army, like a siege regiment, a drop troop regiment, and a light infantry regiment all work together to fight a war. But Regiment/Company/Platoon/Squad is kind of shallow to have the many thousands of men they want the Regiments to posses. It's worth noting that in World War 2 I think the structure was More like Division/Battalion/Regiment/Company/Platoon/Squad. I know that in recent years Games Workshop (thanks to guys like Dan Abnet) has gotten more reasonable with how many men it actually takes to fight a war, but I suspect that calling the Regiment the top of the structure is a hold over from 2nd Edition 40k. But if you need your regiment to be bigger and you want to follow the listed structure in the rulebook, you can always just have a bunch of companies. One thing I didn't really say in my post, in the interest of brevity, is that there's no rule at all saying companies can't occupy the same base, or that multiple platoons can't be sent on a mission. Heck, have a base with 10 companies, send entire companies on missions.
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# ? Feb 16, 2013 00:54 |
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Post-Heresy Imperial Guard structure mandates the ultra-focused regimental make up. So a light infantry unit won't have any tanks at all and that's the law, the theory is that if one troopship goes rogue they'll be an unbalanced and awkward tactical formation that is easy to clean up. Of course, like the Codex Astartes, things change in practice but the guard get a lot less leeway than the Space Marines on these sorts of things. Generally what happens is regiments have attached units from other regiments, it's really unusual for a fresh regiment to be sent to a battlezone by itself and the guard don't just deploy one regiment. Good write up though!
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# ? Feb 16, 2013 02:48 |
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# ? May 31, 2024 22:49 |
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So Guard organization skips the battalion all together, correct?
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# ? Feb 16, 2013 14:27 |