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 Regimental Rp, Run a campaign
JenBurdoo
Posted: Apr 1 2012, 06:36 AM
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I've successfully run this on other boards and am interested to know who might like to try it. It's something like Sigma's, but on a bigger scale. Each player gets not a platoon, but a regiment, and we would use the Vogenhive map from the first Cityfight codex. I've also used the sectors from the Armageddon online campaign for a backdrop, but that would be on an even larger scale.

Post if you're interested, and I'll explain further.
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librisrouge
Posted: Apr 2 2012, 02:19 AM
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I'd be totally down for that. I barely missed out on joining sigma's deal.
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Falken95th
Posted: Apr 2 2012, 02:06 PM
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Count me in as well.
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JenBurdoo
Posted: Apr 5 2012, 05:11 PM
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OK, design an Imperial Guard infantry regiment (no tanks!) of no more than 10,000 men, providing as much detail as you like. Also, describe the regiment's Colonel (AKA you). Typical equipment, ethos, etc., will be useful for moderating the game, but I will be doing this on the fly -- there won't be strict rules for combat. I'll use common sense and occasional surprises. Post your regiment here, and then I'll post a map and give you further details you'll need to know at the start.
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librisrouge
Posted: Apr 9 2012, 02:07 AM
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Hope this works...armata_PDT_34.gif

333rd Cadian "Half-Damned"
Originally a standard Cadian Shock Troop Regiment, recent action on the planet of Veridianitia V forced a change of organization due to attrition. To combat the loss of men locals were recruited directly from the local PDF into the 333rd, with appropriate training in conventional guard tactics and equipment to follow pending the victorious conclusion of the campaign. This ad-hoc situation lasted for half a decade resulting in only half of the regiment being native Cadians. With the inclusion of so many Veridiantians to the regiment local traditions, such as the inclusion of Rough Rider squads and the presense of locally recruited Abhumans became standard regimental policy. Time has forced the regiment into a position were Abhuman recruitment has dropped off but until that time the abhumans remain a valuable inclusion in the fighting force.


Command Staff-
Colonel Pelletier - The regimental leader that oversaw the ending 2 years of the Veridianitia campaign, Colonel Pelletier was instrumental in the successful integration of local men and tactics into the regiment. Many in Guard command argued that the locals should be excissed from the regiment but 5 years of combat duty had seen a total integration down to the squad level. In addition, many Cadians had displayed admiral skill with the local breed of horse and had risen to command some of the Rough Rider platoons within the regiment.
Focused more on tactics and logistics, Colonel Pelletier is less a warrior and more of an officer. Which isn't to say that he isn't capable in a fight. When in combat he is typically seen wielding his personal chainsword with both hands for maximum control while his personal force field shimmers around him, stopping most enemy attacks. Once immediate danger to himself is over, Colonel Pelletier returns to his command mindset, claiming he can 'see' the whole battle in his mind "If you fools would just let me concentrate." Repeated claims of this have reached high command and the Inquisition, tests revieled a complete lack of psychic talent.

Psyker Jones - Jack Jones is a native Veridianitian recruited to the regiment when Guard command cleared him for combat duty and rated his power at the Primaris level. Soft spoken and eager to help, the only sign that he's a psyker is his bad habbit of talking to unseen persons when in stressful situations, that and the fire he hurles at the enemy. Generally, he is attached to the Regimental command squad, performing Tarot readings to aid Colonel Pelletier in tactics.

Commissar Levelin - The sole surviving Commissar of the Veridianitia V campaign, Max Levelin has inherited a difficult job. Typicaly dispatched to the front line fighting to bolster moral, Levelin is one of the Cadians who has displayed skill in husbandry (horse craft.)

1st Company (555 Men, 1000 Veridianitian Horses, Support Staff)
To help with regimental integration Rough Riders were organized into the vaunted first company. 1st Company consists of a Company Command (lead by the skilled Veridianitian Lietenant Hest) and 10 full Rough Rider platoons. Typically used in a reconnassance role (in lieu of Sentinel Squadrons since so many failed to survive the campaign) they can be deployed enmass where the explosive lances, lascarbines, and meltaguns they are typically armed with allows them to deliver a powerful hammer blow.

2nd Company (555 Men, 70 Chimera APCs, 10 Sentinels, Support Staff)
The 2nd Company is the mechanized arm of the regiment. Equiped to a squad with Chimera transports, the Armored Fist squads of the Company's 10 Platoons are used as a reserve force, moving in the reinforce weakened parts of the line or to take advantage of an enemies momentary weakness. The Company typically deploys by Platoon where the squads contain a varied mix of special weapons to support each other. Rarely are 2nd company squads equiped with heavy weapons, prefering to trust in mobility and the power of their mighty, armored steeds.

3rd-6th Company (2700 Men, Support Staff)
3rd through 6th Company form the bulk of the Regiments manpower. Each company consists of a company command unit, 10 full platoons (a command unit and five infantry squads) which are further supplimented by a heavy weapon and special weapon squad. Special weapons are typically determined by mission but meltaguns and flamers are preferred amongst the regiment (this is true in all Companies.)

7th Company (555 Men, Support Staff)
7th Company is the heavy support wing of the Regiment, consisting almost entirely of Heavy Weapon squads, their 'guardian' units, and platoon/company command. All ten company platoons consist of a command unit, 4 five man fire teams, and 5 six man Heavy Weapon squads. 7th Company typically fills two roles: either support of other regiments after contact with the enemy has been attainted or as a garrison, manning and reinforcing strong points and regimental outposts. Heavy Weapons are typically chosen by mission priority, though Heavy Bolters, Lascannons, and Mortars are preferred amongst the regiment (both in 7th and other Companies.) Retreats are almost always to 7th Company held strongpoints and due to this many of the regiment have begun to refer to themselves as 'Guardian Angels.'

Abhuman Support
50 Ratlings - Ratlings serve as the hunting dogs of the regiment. After the regiment has engaged the enemy, ratlings are dispatched in 5 man kill teams (under the command of a Mister Bagend who holds an unofficial rank of Lietenant.) These teams seek out enemy officers and support to be targeted.
20 Ogryn - The final answer in line breaking, these 20 Ogryn are the final survivors of the regiments recruitment and it is Colonel Pelletier's desire that they should not be wasted. To this end, they are attached to the Regimental Command until it has been determined where they can be of the most use.

General Notes on Tactics
Colonel Pelletier employes a mix arms approach with various elements of the regiment supporting each other. This extends to companies and squads within the regiment as well as the varied weapons employeed by members of platoons and squads. Communication is also key to the regiments success. Helping to keep Colonel Pelletier informed of developments is a cadre of extraordinarily trained vox opperators. These men and women have been hailed as some of the best in a Cadian regiment, their discipline and dedication to their task often showing as they relay information during live fire through the command structure up to the top and often even high, Colonel Pelletier believing that Guard command need be as well informed as he is.
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JenBurdoo
Posted: Apr 11 2012, 02:11 AM
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Looks good; Falken, your turn.
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Falken95th
Posted: Apr 12 2012, 09:14 PM
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Working on it. Going to be quite the list, though.

When you say 'No tanks', do you mean no LRBTs and their variants (and other similar vehicles like the Thunderer) or do you mean no vehicles with the tank status in the codex (which would rule out every vehicle except the sentinel)?
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JenBurdoo
Posted: Apr 13 2012, 12:26 AM
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Nothing from the Heavy Support section of the list. Everything else is fine.
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O.D.S.T.
Posted: Apr 13 2012, 01:49 AM
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I would also be interested in this, Sigma's RP gives me a good chance to build the feel of my army on a squad by squad level, your sounds like the perfect way to build up the feel of the entire regiment. i will work on a list over the next couple of days, probably wont have it until the weekend if that's okay.

one question, is the only limitation tanks? what about navy support in the form of Valkyries and vultures? how about non-standard Imperial Guard equipment, like hover units, half tracks or bikes? thats all the questions so far.

cheers ODST
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JenBurdoo
Posted: Apr 13 2012, 03:10 AM
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Glad to have you. Basically, nothing that isn't in the codex and nothing that would normally not be integral to an infantry regiment (so, no tanks or aircraft, since they belong to armoured regiments or the Navy respectively). Aircraft, unusual elements, and other support are the province of the GM. You can take drop troops if you wish, but exactly how and when they drop is up to me. For example, only enough aircraft might be available at once to drop half the unit, though you could decide where on the map they would go.
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JenBurdoo
Posted: Apr 18 2012, 05:48 AM
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Librisrouge, you're up. You're alone at the moment, but as soon as the others post their regiments they'll join you in the grinder. Feel free to discuss your thoughts and plans here - this will become the OOC section for the game once I can get someone to change the title for me. IC, you can converse with the General or just move on to the riverbank and write up your dispositions and orders.
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librisrouge
Posted: Apr 18 2012, 10:30 PM
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Ok, the basic plan is thus. At 0800 3rd Company (or as many of them as the ships will allow) will make a massed landing just south of Chesset Hill. At the same time, artillery is supposed to suppress any Ork positions on the hill. The trick will be that at 0750 2nd Company will plan to emerge from the river ahead of 3rd. Utilizing their Chimeras amphibious qualities (I doubt this river is too deep for a Chimera, they can operate pretty far down with preparation) I hope to take the Orks by surprise. 2nd Co will clear the immediate area and advance on the Spaceport while 3rd clears Chesset of any Ork presense (after the artillery stops.)

2nd will attack the port but not seek to storm it until 3rd is relieved at Chesset by 7th Company. I hope to begin moving HQ to the Spaceport by the end of the 2nd day of fighting and coordinate the larger campaign from there. Hopefully, that will help us bring down more men, munitions, and, ideally, heavy equipment.
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Falken95th
Posted: Apr 19 2012, 03:39 AM
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Finally had time to construct the regiment, which you can find here.

There are 9965 men in the regiment and 188 vehicles, a mix of transports, IFVs, and sentinels. I tried to add as much of a support element as possible without cutting out too much firepower (a pure shooter's regiment would have 9965 trigger-pullers, while this one has about 7000).

Let me know if anything is unclear or needs editing. I am ready to post whenever you feel like introducing the regiment. However, until the other RP is complete, Sigma's battle will take posting priority over this one.
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librisrouge
Posted: Apr 19 2012, 02:47 PM
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Ouch...well progress is made at least.

Jen, what book did you get that map from? I may have it and that would help me avoid name errors in the future (I swear it still looks like Chesset on my computer.)
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JenBurdoo
Posted: Apr 20 2012, 03:42 AM
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The map is from the original Cityfight expansion (not the current one) and is available in several places on the 'net.

Falken, go ahead and post your regiment's arrival and first orders. You don't have to deploy right next to the Cadians, but it's up to you.
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