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Faction: Astra Militarum


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#1
ThePenitentOne

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This is a place holder post- I wanted to create the thread to remind myself about a special rule that I'm looking at for the Astra Militarum.

 

In the Codex, the Platoon Commander is an Elite choice rather than an HQ. This severely impacts the narrative. The Imperial Guard is the largest starting faction in the game, with a battalion in each settlement and a brigade in Aegis City.

 

It is absolutely unrealistic that there would be so many company level commanders, so we need a way to deal with rank. The easiest way to solve the problem is to just count Platoon Commanders as HQ units.



#2
sitnam

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I dont know the scale of forces involved in this campaign, but I'd realistically say the Astra Militarum+PDF on a sizable planet would be in the millions; company level commanders should be pretty common imo.


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#3
ThePenitentOne

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Orison's Wake is a really small planet, especially by Imperial standards. As an agri-world, most of the land mass is reserved for crops. The total population of the planet would be less than 20k. I haven't completely sized out the Guard, but I'm thinking Aegis City gets a full Brigade + Battalion to start. Each of the 8 settlements would have a Battalion + 1 other specialist detachment- a vanguard, outrider, spearhead, etc. Eighteen detachments all told?

 

So a battalion + spearhead would require 3 HQ. One Company Commander for those 30 Troops + 3 Tanks? Maybe. Three? No way the guard have the expertise for that kind of ratio. 


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#4
walter h

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Orison's Wake is a really small planet, especially by Imperial standards. As an agri-world, most of the land mass is reserved for crops. The total population of the planet would be less than 20k. I haven't completely sized out the Guard, but I'm thinking Aegis City gets a full Brigade + Battalion to start. Each of the 8 settlements would have a Battalion + 1 other specialist detachment- a vanguard, outrider, spearhead, etc. Eighteen detachments all told?

So a battalion + spearhead would require 3 HQ. One Company Commander for those 30 Troops + 3 Tanks? Maybe. Three? No way the guard have the expertise for that kind of ratio.

The guard compliment, wiuld be small more like a strikeforce. You should figure at the most 10% of the population. I was also wondering how the campaign is developing.

Edited by walter h, 15 August 2020 - 04:02 AM.

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#5
ThePenitentOne

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Campaign-wise, things have started to move; I have hit a stall with the guard though; I want to see if the range gets updated before I leap into guard. I have a few units, but nothing like an army or even a kill team.

 

Pretty soon though, genestealers will begin fighting in the settlements, and at the very least, that involves building an Order of Battle for the force stationed in any territory the stealers hit. Right now, the guard are standing forces; until signs of Cult activity begin to appear. As a cult grows, it risks detection. I haven't worked out the detection rules yet. I'm thinking of using some of the Investigation mechanics from Beyond the Veil, but they need a bit of a tweak. 



#6
walter h

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A simple platoon stationed at a simple barracks should suffice. A light platoon.

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#7
ThePenitentOne

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I just looked at the dex again and now I see that tank commanders are not identified as company-level HQ. Theoretically, one of them could command a platoon... If it had a lot of mechanized units.

 

I'm really hoping that the new dex makes the platoon commander HQ. Multi-territory map-based campaigns need generic sub-commanders on foot so that infantry platoons can fight as armies when they are cut off from company command.

 

And if GW does fix the problem, I won't need to invent a special rule to do it.


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