I don't think thats the way to go. You should be able to field a company of
the special regiments also.
Because of their dessert world the tallarn developed a very good sense for
mechanized warfare. My suggestion is to reduce the companycard to 2
platoons, but mounted in chimeras.
Any other suggestions?
Eivind
-----Original Message-----
From: nils.saugen_at_... [mailto:nils.saugen_at_...]
Sent: 5. juni 2000 13:43
To: netepic_at_egroups.com
Subject: RE: [NetEpic ML] imperial guard questions
Thats correct, we might also consider making the special regiments support
cards only!
Nils
> -----Original Message-----
> From: eivind borgeteien [SMTP:eivind.borgeteien_at_...]
> Sent: 5. juni 2000 13:20
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] imperial guard questions
>
> This adds some flavour to the somehvat gray and anonomous IG, but Nils and
> I never really agreed on the Tallarn. I think that to let a whole company
> always fire first is a bit to cheesy.
>
> What does the rest of you think?
>
> Eivind
> -----Original Message-----
> From: nils.saugen_at_... [ <mailto:nils.saugen_at_...>]
> Sent: 5. juni 2000 12:38
> To: netepic_at_egroups.com
> Subject: RE: [NetEpic ML] imperial guard questions
>
>
> Here we go again!
>
> SPECIAL REGIMENTS
>
>
> CADIAN SHOCK TROOPS
> The most powerful fighting formations of the Cadian forces are called
> shock troops. They are chosen from the fastest moving and hardest
> fighting of the Cadians. As all Cadians must train in the defence
> forces, all the best fighters are quickly identified and inducted for
> further training. When Chaos raiders are discovered the shock troops
> are sent to hunt them down, and only if the force is particularly large
> or well equipped will the Cadians send for help. Even the Space Marines
> that have come to destroy especially large Chaos forces have found the
> Cadians impressive and powerful allies.
>
> Cadian shock troops add 1 to their CAF and have an armor save of 6+
>
> CATCHAN JUNGLE FIGHTERS
> The Jungle Fighters are one of the most famous regiments in the whole
> of the imperium, hailing from the death world of Catachan few can equal
> their steel nerves and animalistic savergery. The regimental uniform of
> Catachan comprimises of combat trousers, a green vest and the famous
> red bandannas, this barely passes for uniform and is also worn by the
> civilians of Catachan.They wear this clothing because it is ideally
> suited to every-day use in the jungles of Catachan. The Catachans are
> constantly fighting for their lives due to the dangerous animals that
> inhabit the jungles, some of the more deadlier one are the Catachan
> devils, Face-eaters and the Brain-leaves. Because of this, Infants are
> tought to shoot before the can walk and only the best ever make
> adult-hood.
>
> The Catchan Jungle fighters roll 3 dice in close combat when fighting
> in woods. The Catachans, used to fighting in a jungle environment,
> prefer to move on foot and do not use transports. However, they may
> infiltrate after initial deployment up to their full charge move before
> the battle begins.
>
>
> MORDIAN IRON GUARD
> The Mordian Iron Guard stands between order and anarchy. They are the
> champions of the Tetrarchy of Mordian, uniformed in bright colours and
> fiercely loyal to their cause. Their enemies are all those who would
> divert the scant resources of Mordian or threaten its continued
> existence. They fight a constant battle against the criminal warlords
> of, the undercity, insane gangs of cannibals and misguided
> rabblerousers who would sooner see universal destruction than endure
> the sacrifice necessary for the survival of the world.
> The Iron Guard are ruthless in pursuit of their enemies. Their
> discipline is legendary and their training is as rigorous as possible.
> All who fight in the Iron Guard understand full well the horror that
> would engulf their world if they were to fail in their duty. Their
> loyalty and determination is all that keeps Mordian from plague,
> starvation and savagery.
>
> Mordian Iron Guard detachments have a moral of 2.
>
> ICE WARRIORS OF VALHALLA
>
> Though the planet of Valhalla is no longer a populous or affluent
> world, the Valhallans are famous throughout the galaxy. After
> destroying the Orks on their own world, regiments of Valhallans joined
> with other Imperial Guard to rid many worlds of the Ork invaders.
> Always the Valhallans fight with the same grim determination they
> displayed in the ice cities of their home world. In battle their
> courage and -tenacity earn them the respect of other regiments from all
> over the Imperium.
>
> The ice warriors use skis to move when on snowy and icy surfaces,
> giving them double movement under such conditions. Due to the intense
> hatred of Orks, any ice warrior stand fighting in close combat with
> Orks can re-roll any close combat dice that roll a 1. This re-roll may
> only be taken once. You are not allowed to re-roll any re-rolls. They
> have a moral of 3+ when fighting orks.
>
> TALLARN DESERT FIGHTERS
> The world of Tallarn was once a fertile planet bathed in the gentle
> orange light of its twin suns. Oceans, plains and lush jungles covered
> its surface, and its people prospered. The world was a virtual
> paradise. All of this ended during the Horus Heresy. Within a thousand
> years of the Horus Heresy, Tallarn evolved into a very different world
> from the prosperous planet of former times. Deserts of sulphurous sand
> stretched from pole to pole and all water disappeared except for a thin
> residue in the atmosphere. No vegetation remained on the surface
> exposed to the blistering, wind-blown sands. All that grew was the
> carefully husbanded crops of the Tallarn themselves, sheltered in their
> protective horticultural domes.
>
> With skill and cunning, the Tallarn conduct lightning raids on their
> opponents. Choosing their targets carefully the Tallarn launched one
> attack after another, always retreating before the enemy can turn to
> meet their fire.
>
>
> This guard regiment conducts shooting in a different way to most
> troops. If a stand has advance orders it may fire during the movement
> phase. When they are moving, then shots can be worked out at any point
> during movement. Simply stop the stand, fire and then move the rest of
> the way.
>
>
> Summary
>
> Shock troops 10 cm 6+ +1 Lasguns 50 cm 1 5+
> 0
>
> Jungle Fighters 10 cm None +2 Lasguns 50 cm 15+ 0
>
> Rolls 3 dice in cc
> in woods, infiltrate.
>
> Iron Guard 10 cm None 0 Lasguns 50 cm 1 5+
> 0
>
> Moral 2+
>
> Ice Warriors 10 cm None 0 Lasguns 50 cm 1 5+
> 0
>
> Reroll 1 in CC moral 3+, vs orks
>
> Desert Raiders 10cm None 0 Lasguns 50 cm 1 5+
> 0
>
> Special firing
> rules
>
> Company Cards
> Name Contents Break Point Morale Victory Points Cost
>
> Infantry
>
> Shock troops 3 Platoons (10 Tactical stands per platoon)
> 1 Company HQ (2 HQ stands, Rhino) 17 4 7 700
>
> Jungle fighters3 Platoons (10 Tactical stands per platoon)
> 1 Company HQ (2 HQ stands, Rhino) 17 4 7 700
>
> Iron Guard 3 Platoons (10 Tactical stands per platoon)
> 1 Company HQ (2 HQ stands, Rhino) 17 2 7 700
>
> Ice Warriors 3 Platoons (10 Tactical stands per platoon)
> 1 Company HQ (2 HQ stands, Rhino) 17 4(3) 7 700
>
> Desert Raiders 3 Platoons (10 Tactical stands per platoon)
> 1 Company HQ (2 HQ stands, Rhino) 17 4 8 750
>
> Infantry
>
> Shock troops 10 Tactical stands 5 4 3 250
>
> Jungle Fighters10 Tactical stands 54 3 250
>
> Iron Guard 10 Tactical stands 5 23 250
>
> Ice Warriors 10 Tactical stands 5 4 3 250
>
> Desert Raiders 10 Tactical stands 5 4 3 300
>
> Any comments?
>
> Nils
>
>
>
>
> > -----Original Message-----
> > From:nils.saugen_at_... [SMTP:nils.saugen_at_...]
> > Sent:5. juni 2000 12:25
> > To: netepic_at_egroups.com
> > Subject: RE: [NetEpic ML] imperial guard questions
> >
> > I postet rules for the Tallarns, Catachans, Mordians, Valhallans and
> > cadians
> > some months ago!
> >
> > Nils
> >
> > > -----Original Message-----
> > > From: eivind borgeteien [SMTP:eivind.borgeteien_at_...]
>
> > > Sent: 5. juni 2000 12:08
> > > To:'netepic_at_egroups.com'
> > > Subject: RE: [NetEpic ML] imperial guard questions
> > >
> > > White Dwarf published special rules for Catachans. They had +1D in
> close
> > > combat in woods.
> > >
> > > Eivind
> > >
> > > -----Original Message-----
> > > From: Carsten Schuett [ < <mailto:bonesucker69_at_...>>]
> > > Sent: 4. juni 2000 18:54
> > > To: netepic_at_egroups.com
> > > Subject: Re: [NetEpic ML] imperial guard questions
> > >
> > >
> > >
> > >
> > >
> > >
> > > >Grettings
> > > >
> > > >1. has anyone ever considered stats or rules to distingish types of
> > > >imperial guard infantry. like catchan jungle fighters, ice warriors
> of
> > > >valhala, and standard imp. guard troopers.
> > >
> > > hi
> > >
> > > we used catachans with some house rules.
> > > catachans recieve an extra cover bonus when in woods. units firing at
> > > catachans in woods suffer an additional to hit modifier of -1.
> > > we also gave them a CAF of +1.
> > >
> > > we fielded catachans as support cards of 10 stands at a cost of 300
> pts.
> > > one
> > > HQ is included (got a CAF of +2). morale of 3, vic pts 3,
> > > break point 5.
> > >
> > > they did quite well
> > >
> > > carsten
> > >
> > >
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Received on Mon Jun 05 2000 - 11:53:56 UTC