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    • Yes, I think there could have been a better solution to the super-speed of infantry. One of the things I miss from Epic: Armageddon is the lack of the Double action (i.e. double move with limited shooting), as a halfway house between Advance (single move, full shooting) and March (triple move, no shooting).   Within the context of Epic: Legions Imperialis (LI), I think triple movement ought to be restricted to units (of all types) that travel along roads, rather than the sticking-plaster fix for the slow speed of infantry. It would make the terrain central to the experience, slightly mute the versatility of infantry, and make transports more valuable.   +++   More broadly, the game suffers in comparison with previous editions of Epic – it's needlessly more complicated than any previous edition, and far too granular. I agree with @Pacific81's assessment in a lot of places.   Epic Armageddon (EA) is the high water mark for me of 6mm rules (@Interrogator Stobz, this would be my recommendation for a better experience), but even in the context of this being a fond revision of Space Marine 2nd edition (SM2), I think LI falls a little short. My own conclusion is that it's a lot of fun, but could have been brilliant, had it had a steadier editorial direction.   Key changes I'd make to a prospective future revised edition (LI2), without a full rewrite: Make War Engines a bit more interesting to use – the Titandeath rules on order of fire etc. should have been part of the core rules from the start. Voids likewise could do with looking at; and while a full return of SM2-style targetting is probably a bit too complex, some sort of ongoing damage tracking/effects like damaged weapons would be fine. Strip back the special rules, particularly in edge cases, and adjust the stats instead. A simple improvement in CAF would be a good replacement for Rend, as a simple example. Independent is an awkward cludge; as are the weird distinctions between Transports and Dedicated Transports. Consolidate weapons and upgrades. It's very strange that some upgrades cost points, others are free, and some are merely aesthetic (e.g. pintle heavy bolters).  Make a choice on whether Detachments are going to be mixed or not and apply the decision universally. At the moment, core infantry Detachments like Solar Auxilia and Tactical Marines are in a weird halfway house; neither mono-type like E:A nor mixed like E:40k.
    • The 7th Rhûnish Dragoons     History of Rhûn   Initially settled by one of the many waves of early human expansions following the development of early warp drive and related technologies in about M18 the actual first arrival is lost to history. Scholars arriving with the fledging Imperium during the Great Crusade pegged first settlement to late M19. Little is known or remains of the early centuries and millennia, though Rhûn was most likely a highly developed world based on the few Archeotech dig and recoveries carried out by the Imperium and especially the Mecanicum once brought into the fold of Imperium. What is certain that mid M27 a minor (by Imperial standards) Ork Waaagh made planet fall.   The initial outbreak of war was fast and furious and utterly devastating. While the orks where fought back Rhûnish civilisation was in tatters. Unable to eliminate the orks entirely in the coming years many decades of resurgent Feral Waaghs further degraded the remains of the Rhûnish former civilisation.   Meanwhile the orbital skirmish between the Ork fleet and the Rhûnish in system fleet and orbital station and other off planet assets fought to mutual annihilation. Rhûn would not get back into space until arrival of the Great Crusade.      After about a century and a half or thereabouts of conflict with the orks a sort of equilibrium was reached. A core of heavily fortified human city states scattered far and wide became the last bastions and the little technological and manufacturing capabilities. Kept safe by roaming semi nomadic armies that hunted down orks and tried as much as possible for them to aggregate into a serious threats to the cities. Set up to be politically independent the roaming armies where supplied by the city states but where not under command. That way no city state could seek to dominate its neighbour and the equipping and supply of the armies was a shared burden. Any city that failed to supply and support  the armies or became a threat to other human cities would be excluded from protection, while any army that failed to protect the cities or engaged in warfare against humans would be denied resupply.   The mutual dependence worked, sometimes better, sometimes not so much, but always well enough to keep the orks mostly pushed back into the wild and badlands, the mountains and other inhospitable lands.   The arrival of the Great Crusade was welcomed by the roaming armies, new and better equipment, the reestablishment of orbital observation platforms and reliable long distant communication where all great aids in beating the feral orks even further. The city states on the other hand were more reluctant, giving up independence was a hard pill to swallow. Details of the subsequent centuries are lost to time until 439.M33 when the Departmento Munitorum recorded the raising of 15 regiments for the Imperial Guard. Those raised from the nomadic tribes, earned excellent service records while those raised from the bastion cities were lacklustre in comparison.     Henceforth all subsequent regiment were resided exclusively from the nomadic tribes, who had also been reorganised into the Planetary PDF. The cities instead were charged, as in ancient times, with supplying the PDF and newly raised Regiments.        The 7th Rhûnish Dragoons   The 7th Rhûnish Dragoons was one of 12 regiments raised in mid M39 as one of the regular tithed forces. Initially setting out equipped with the gear from the PDF division they were raised out, as per tradition, of over the years this has been supplemented by fresh  Departmento Munitorum supplies, most of which of much different manufacturing style. As such the equipment, and especially the uniform of some troopers, can be mismatched. To avoid low morale Regimental command and the Commissariat have reached a compromise on what constitute a Rhûnish uniform, now just requiring the traditional Rhûnish patterned helmet and flack armour. Even most reasonable Commissars can acknowledge that flogging over half of a regiment for improper uniforms will not raise battle efficiency.      To keep tribal tensions to a minimum, PDF companies, and any Imperial Guard regiments raised out of them, are usually only comprised of members from one of the great tribes. In the case of the 7th Rhûnish Dragoons they are from the Jade Lake kindred.   In truth the 7th Rhûnish Dragoons are not the first regiment raised with that name, but the 379th. Tradition dictates that whenever there is a raising each regiment is numbered after one of the initial 15 regiments raised back in 439.M33. As such on more than one occasion, when raising where to close together, or larger than 15 regiments there have been more than one Rhûnish regiment with the same designation operating in the Imperium at large. Much to the confusion and frustration of the Departmento Munitorum, who after one particular incident in 683.M35 started assigning unique identifiers to Rhûnish regiments. The 7th Rhûnish Dragoons currently in service is therefore more accurately the  7th Rhûnish ‘Seaglass Nu-Phi’ Dragoons. A designation no Rhûnish guardsmen will acknowledge, insisting that they are just the 7th Dragoons.     The 7th Rhûnish ‘Seaglass Nu-Phi’ Dragoons, as many of the earlier irritations, is a Mechanised Regiment with armoured and outrider support. Its operational doctrine is inspiered by the needs of the Nomadic tribes that form the PDF of Rhûn and their roaming life, forever on the hunt for ork infestations. The Sentinel and Kataphrakts squadrons excel at scouting for the regiment while still being able to keep up when the chimeras, armoured and support columns are on the move.   Much reduced in strength the 7th Rhûnish Dragoons are on the verge of being merged with another under strength regiment. However the Munitorum Adepts, due to circumstances and lack of availability of similar regiments keep on bushing the criteria back. Merging with and infantry regiment might strengthen that regiment in the role of an infatry force, however it would essentially remove the Dragoons as a Mechanised force that can operate on extend long distance engagements. Will the Dragoons last long enough to be reinforced or will they simply fade into nothing?    
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