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Themes Shadow Regiment (Imperial Guard)

Imperial_Guard Homebrew

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#1
KnightBoi

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Lore

Regiment History
In 786.M38, a massive WAAAGH!, led by the Warboss known as Da Smasha, invaded the Themes System to turn it into a bridgehead to invade the rest of the Segmentum due its strategic position near the centre. However the local population did not accept their fate and began to hide into the large tunnel network beneath the planet surface and began a guerrilla warfare which crippled the Greenskin horde enough to be wipe it out with minimal difficulty by the liberation forces that reach the system, leaving its leaders with many questions about how it was possible. The question was given shortly after when General Oswald Thumis found a sort of military guide about guerrilla strategies, latter dubbed as ''Tacticae Umbrae'', written by the late Sergeant Thomasson and proposed to create a regiment which would use them as their guide, alongside the ''Imperial Infantryman's Uplifting Primer''. After many months spent among discussions, reserves and hesitations the Adeptus Munitorum authorize the reorganization of Themes PDF into the Shadow Regiment.

Shortly after its creation, the first three Battalions were sent to Sterammis IV to crush the invasion set by Dark Apostle Hamentes which was slowly annihilated by the ferocious guerrilla.

After the battle and having successfully shown their potential, the Battalions of the Regiment they were sent all over the galaxy fighting many menaces, including Orks which become one of their most hated enemies, improving their strategies and saving many planets from destruction emerging from the shadows of their ruins and unleash their righteous fury.

Close to the end of M41 after having suffered a Tyranid Invasion barely repelled at high costs and fought the Necron, the Regiment find itself fithing a desperate struggle for survival in the aftermath of the Fall of Cadia but they emerge stronger and ready to fight in its shadows another day.

Notable campaigns

Fire Baptism (812.M38) - The heretical army led by Dark Apostle Hamentes, which had invaded Sterammis IV, is slowly destroyed and its remains are annihilated alongside the heretical leader in the Battle of Obsidian Claw Pass by the 1st,
2nd, 3rd Shadow Battallions.

The Regiment Rise (815.M38 - 595.M39) - The Regiment its involved in many war zones across the galaxy, giving to the Shadow Battalions the chance to test, improving and deploy new guerrilla tactics while many other Battalions are raised.

Mechanicide (588.M39) - The mechanical blasphemies sent by a Chaos Warpsmith to raze the Industrial World of Themes VI are decimated by booby traps and ambushes made by the 43rd Shadow Battalion.

Shadows On The Hordes (599 - 603.M39) - More than half of the Regiment is sent into Segmentum Ultima to cripple some minor but dangerous WAAAGH!. During the campaign one of them counterattack inflicting heavy losses, including the total destruction of 15th Shadow Battalion, but buying enough time to make gather enough imperial forces to crush the greenskin hordes once for all.

Shadow versus Shadow (874.M39) - The 3rd Shadow Battalion eliminates the Drukhari threat on Banshuii luring the raiders into a trap leaving an Hive gates open and defenses shut until the last xeno enter into the city, setting the trap.

Morys Insurrection (321.M40) - While fighting Chaos forces on Morys, the 25th, 32nd and 39th Shadow Battalions are almost overrun by an insurrection fomented by Chaos agents and led by Morys Iron Lancers, but instead of retreating, the survivors began a desperate struggle which turn the tides of the war once the Iron Lancers rebels are quashed and the Chaos leadership destroyed.

Narsak Soulfayer's Crusade (456-457.M40) - Chaos Lord Narsak Soulflayer and his army known as Maelstrom Flayers attack an unimportant system in the Segmentum Pacificus to acquire a few powerful artifacts, but five Shadow Battalions and Sisters of Battle intervention turn what was in Narsak's plans an incursion into an attrition war which forced him to retreat after he lost most of his forces, but not before swearing revenge against both Sisters and Shadow Regiment.

Narsak's Revenge (463.M40) - After having spent years to rebuild his army and collecting information about his nemesis, Narsak launch his revenge campaign against Sisters of Battle, whom sack some of their world and then invading Themes System, leading personally on the field the whole invasion, after his agents kill the Astropathic Choir and shut down defenses causing uncountable damages to the Regiment and the people of the system. The guardsman did not lose heart despite the heavy losses and fought back which such fury that Narsak is not able to realize his revenge because his army is quickly annihilated and he fell to a tank ambush while trying to escape.

Callhon's Unwelcome Surprise (024.M41) - When a large mechanized WAAAGH! invade Astratis the Regiment send the 11th Shadow Battalion led by Major August Callhon which deploy a simple tactic causing many loses among Orks by an handful of tanks, hiding them into camouflaged holes bring to the destruction of Greenskin army by capital Hive defenses is less than an hour.

The Tendril Lost In The Shadows (891.M41) - Shortly after the elimination of a Genestealer Cult on Kalliakis, one of Themes III moons, the system is invaded by an Hive Fleet which is repelled at an high cost never seen since Narsak's revenge.

In The Shadows Of The Tomb (945.M41) - Ten Shadow Battalions are sent in Segmentum Tempestus to slow down a newly awakened Necron Dynasty.

Rise From The Shadows (M42) - The Regiment barely survives to the aftermath of the Fall of Cadia after, having repelled many Chaos raids, more stronger than ever to save their home and the Imperium.

 

Regimental Organization
The Shadow Regiments' Battalions are divided into two types: Infantry Battalions and Tank Battalion which include only battle tanks while support and transports are assigned to the Infantry Battalions.

The ranking system is the same one of all other Regiments but putting "Shadow" before the rank.

The Regiment rarely employ Commissars, because retreat is a part of their strategy but they can deploy them only if the commanders has doubts on troops morale, but this happens rarely due the stoicism of Themes people.

 

Regimental Recruitment & Training
The men and women of the Shadow Regiment are drawn only from Themes III and Themes IV, which is also the training ground but in certain cases can be extended to all other planets of the systems expect for Forge World Themes VII which provide all military hardware. The training quality is above the average to teach the tenets of guerrilla and the use of the special instruments given to them.

 

Regimental Combat Doctrine
Due their peculiar strategy rely around guerrilla, the Regiment did not employ artillery, expect for mortars, and heavier vehicles as Baneblades and Basilisk and their variants rely only specially modified Leman Russ tanks, called Leman Russ Themes Sub-Pattern and Chimera. Each Battalion has less men and vehicles than norm to grant an higher mobility.

Each troops squad is provided with a Bomb Kit to build improvised explosive traps and a Camo Kit to hide in every environment.

Over the course of its history, the guardsman invented many guerrilla tactics and traps which are considered weird and totally unfit for Astra Militarum standards but gain the admiration even by Catachan Jungle Fighters.

The most tactics famous are:
Seymur fire house - informally known as ''Seymur house's on fire'' it was invented by Shadow Sergeant Seymur while he fought Orks, this simple tactics consist in placing flamer soldier on lower floors of a building while other armed with Promethium grenades throw them from taller floor creating a flamestorm able to break ranks even among the most resolute enemies. Another variant make use of demolition charge to collapse buildings and set them on fire with incendiary bombs which burn the flammable coating previously put on.

Callhon's unwelcome surprise - small groups between 5 and 10 tanks are hidden in camouflaged holes where they remain until the last before emerge and open fire on a unexpected enemy it was first employed on Astramis by Major Callhon.

Melta rain - throwing from above a cluster of melta bombs. If necessary they can be changed with frag grenades

Road of Emperor's Punishment - put incendiary bombs benath roads and use demolition charges to collapse them to entrap tank crews and burn alive enemy soldier. Any survivor is finished by gunshots and flamers.

Cage of filth - leave open and defenseless a city to draw the enemy in it and entrap it.

Grenade web - create an hidden web made with grenades to take out infantry.

Booby turret - put on left and right of a path two lascannons, missile launchers, heavy bolters or flamers turned into remote-controlled weapons. This tactic is always used with Seymur fire house or Melta rain.

 

Wargear
The wargear deployed by the Shadow Regiment it's very similar to the standard one provided but differs for the presence of Bomb, Camo kit and Promethium bombs used against armored vehicles.

Standard Regimental Kit
The standard regimental kit for a Themes Shadow Guardsman is as follows:

  •  Themes Pattern lasgun and 4-6 charge packs
  • Laspistol and 2 charge packs
  • Shadow Stiletto
  • Flak armor
  • 2 frag grenades and 2 Promethium Grenade
  • Uniform
  • Poor weather gear
  • Camo and Bomb kits (one per troop squad)
  • Rucksack
  • Basic toolkit
  • Mess kit and water canteen
  • Blanket and sleeping bag
  • Rechargeable lamp-pack
  • Grooming kit
  • Dog tags
  • ''Imperial Infantryman's Uplifting Primer''
  • A copy of the ''Tactitate Umbare''
  • 2 weeks’ rations
  • Gas mask
  • Micro-bead

Optional Wargear
Like any regiment of the Imperial Guard, the Themes Shadow Regiment deploys a wide range of special and heavy weapons. Mostly commonly favored are wheel-mounted lascannons, heavy bolters, autocannons and flamers.

  • Lascannon
  • Heavy bolter
  • Mortar
  • Missile launcher
  • Autocannon
  • Flamer
  • Grenade launcher
  • Plasma gun
  • Meltagun
  • Shotgun
  • Heavy flamer
  • Sniper rifle/Long-las
  • Boltgun
  • Bolt pistol
  • Autopistol
  • Plasma pistol
  • Chainsword
  • Power sword
  • Power fist
  • Stubber (Themes Pattern)

Vehicles
Leman Russ Themes Sub-Pattern - this sub-pattern comprehend all Leman Russ variants modified by Themes VII Techpriest to be faster, more silent and with a built-in camo kit
Chimera Themes Pattern
Rapier Excavator - this variant produced on Themes VII is a scaled-up version with a large drill to burrow underground tunnels and a storm bolter as defensive weapon.


 




















 


Edited by KnightBoi, 29 June 2020 - 02:48 PM.


#2
KnightBoi

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Rules

Guerrilla Specialists
The peculiar nature of the Regiment bring it to use equipments more suitable for its strategies
A detachment with Themes Shadow Regiment kewyword cannot take units with the following ones: Commisar, Lord Commisar, Ogryn, Bullgryn, Ratlings, Valkyre, Officer of the Fleet, Basilisk, Titanic.

Few But Deadly
The regiment compensaate the quantity with mobility
Infantry units cannot include more than 20 models; Detachments cannot have more than 5 Vehicles.

Fighter In The Shadows
Every hole and ruin on the battlefield can be an ideal trench
Infantry units have +2 to save rolls when inside a building. If they have a Camouflage Kit the bonus is applied on every terrain. (notice: the standard +1 to save rolls is included into the +2 to save rolls)

Ready For Ambush
Shadow Regiment Soldier are always ready to open fire at the right moment
Heavy weapons does not suffering hit to rolls penalties for moving.

Explosives Traps
Every infantry squad can built explosive traps.
Each Infantry units (with the exception for single model ones) can place a single trap marker within 6" from the unit and up to 3" from terrains. When an enemy unit is within 3" from the trap marker you can choose to roll a dice: with a 3+ roll the unit suffers D6 mortal wounds. Once the trap is activated remove the marker. The type of trap can be reaplced with Statagems. If you do it so it must be removed after it has been used.

Shadow Snipers
The Shadow Snipers work as a vanguard to explore the battlefield and place traps.
If a Shadow Sniper Unit can deploy an explosive trap marker after it is redeployed (see Find The Best Spot rule)
For rule purpose Shadow Snipers replace Ratlings.

Forced Execution
Sergeants work as Commisars if needed, due the fact that retreat can be a valid option but not always tolerate solution
As long as Infantry Sergeants are alive, units cannot loose more than one model per failed Morale test.

Themes Pattern Leman Russ 
This pattern is faster and fitted for ambushes
Add 2" to Movement characteristic

Guerrilla Tunnels
Rapier Excavator are the trump cards of the Regiment
At the beginning of the Movement Phase you can choose a Rapier Excavator to dig a tunnel if a Tech-priest Enginseer is within 3". If you do so place a marker within 2" the Rapier to mark the entrance, roll a dice and check the table for the result

1: the tunnel exit can be placed at 12" form the entrance in any direction.
2-5: the exit can be place within 18" from enemy deployment zone or the same from an objective.
6: the exit can be placed within 9" from an objective or enemy unit if it is located at 12" from its deployment zone.

Tunnels can be used by a single unit per turn that can remain inside it or came out immediately; in any case the moment inside the tunnel count as movement and cannot charge in the same turn.

During the match and additional tunnel can be dig with a 4+ roll

Warlord trait

Trap From Below 
The Warlord knows that Rapier Excavator can be useful to reach the prefixed objectives
At the begging of own first turn, roll a D3 to see how many additional tunnel can be dig.
(This additional tunnels can be activated through the 4+ rolls, also the default additional dig cannot be stacked and must be replaced by the D3 roll)

Shadow Avenger
The Warlord has a grudge to settle. Whenever or not guerrilla is a part of the strategy
Choose an enemy unit before the begin of the match; all roll to wound of 1 during shooting or combat phase on that unit can be reroll as long the Warlord is within 12" from attacking units.

Assault
The Warlord has planned a shock and awe attack
Once per play, after a Rapier Excavator tunnel is dig, select an unit within 12" from the Warlord. That unit could shoot and charge and charge when it came out from the tunnel in the same turn

 

Every Pit Is A Trench
Most skilled Tank Commander can turn an ambush pit into a trench
Tank Commander only. All units within 9" from the Warlord add 1 to save rolls as long they are within 3" from the point where Callhon's Unwelcome Surprise stratagem has been used. (put a marker to pinpoint the exact location)
 

Relics

Shadow Blade    
This ancient power sword belong to the Regiment since its creation, becoming a symbol of Themes stoicism.
Shadow General only. Units within 12" the bearer can reroll failed Morale tests.
S Mod. Ap -3 Dmg 2


The Marker of Essal
This one of a kind servo skull has been created to carry the legacy of Shadow General Essal and her skill to maximize ambushes firepower.
All units within 12" can reroll rolls to hit and wounds as long they are inside terrains.

Callhon Badge 
A tank commander can bear it as long he/she shown to be a true master of this tank tactic
Tank Commander only. Do not roll for Callhon's Unwelcome Surprise, instead you can choose up to 3 units that can use it.


Stratagems

Patient Ambush 1 CP
Await to the last second to open fire can take a heavy toll on the enemy.
Add 1 to hit to roll if the the selected unit shoot against an enemy within 9"

Reprogramming 1CP
Tech-Priest Enginseer can apply modifications to Rapier Excavator machine spirit to dig.
You can select the result for Guerrilla Tunnels rather than roll a dice.

Tunnel expansion 2CP
If necessary the tunnels dig by Rapier Excavator can be enarlged
Select a tunnel after the roll, you can set in up to 2 units at once rather than one.

Anti-tank Melta Trap 1CP
Sometimes explosive traps are made with melta bombs to destroy or cripple enemy vehicles
When an Explosive Traps marker is successfully activated against and enemy Vehicle roll 2D6 for mortal wounds and pick the highest result.

Seymur's fire house 2CP
This trap make collapse building set on fire on enemies.
If a trap marker is successfully activated on an Infantry enemy unit within 6" from a building in a terrain, the unit will suffers 6 mortal wounds.

Grenade Web 1CP
Explosives traps can be extended to cause damage to more enemies at once.
If 2 o more Infantry enemy units are within a trap marker you can reroll the 3+ roll for each one of them.

Callhon's Unwelcome Surprise 2CP
This tactic if the most famous among Regiment's tanks

Before the begin of the battle select a Tank Commander plus D3  Leman Russ (do not roll if the Tank Commander has Callhon's Badge) and set up in the reserves. From the second turn you can set them up within 12" any enemy unit and 9" from vertical table edge. This stratagem can be used only once per battle.


Units

HQ

Shadow General 89 points

Camouflage Kit, Fighter In The Shadows

Shadow Commander 49 points
Camouflage Kit, Fighter In The Shadows

Shadow Tank Commander 183
Themes Pattern Leman Russ, Ready For Ambush, can be equipped with Tank Camouflage Kit


Troops

Shadow Troopers 8 points per 10 models
Explosive Traps, can be equipped with Camouflage Kit, Forced Execution (Sergeant Only), Ready For Ambush, Fighter in the Shadows, Few But Deadly, can take an Heavy Weapon Squad


Elite

Shadow Platoon Commander p.ti 30
Camouflage Kit, Fighter In The Shadows

Shadow Command squad 11 points per 4 models
Can be equipped with Camouflage Kit, fighter in the Shadows

Shadow Raiders (Veterans) 22 points per 10 models
Camouflage Kit, Fighters In The Shadow, ready For Ambush,

Shadow Snipers 25 points
Shadow Snipers, Ready For Ambush, Camouflage Kit, 


Transport

Chimera (and variants)
can be equipped with Tank Camouflage Kit

 

 

Heavy Support

Shadow Heavy Trooper 9 points

can be equipped with Camouflage Kit, Ready For Ambush, Fighter In The Shadows.

Themes Pattern Leman Russ 138 points
Themes Pattern Leman Russ, Ready For Ambush, can be equipped with Tank Camouflage Kit.

Rapier Excavator 73 points
Guerrilla Tunnels. Can be used only if a Tech-priest Enginseer is within 3" 


Special Equipment

Themes Pattern Heavy Stubber 4 points

Can be taken by Shadow Troopers

Camouflage kit 12 points
Infantry units can benefit from Fighter In The Shadows in all terrains.

Incendiary grenade 3 points
R 6" Str 3 Ap 0 Dmg 1 Grenade D6 Vehicles are always wound at 3+ unless are Titanic; in this case they are wounded at 6+

Tank Camouflage Kit 17 points
Add 2 to save rolls in all terrains. 


 

 

 


Edited by KnightBoi, 30 June 2020 - 09:07 AM.

  • Bjorn Firewalker likes this

#3
Bjorn Firewalker

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I like most of the Special Rules you proposed. The following, however, is too limiting:

Rules

Guerrilla Specialists
The peculiar nature of the Regiment bring it to use equipments more suitable for its strategies
A detachment with Themes Shadow Regiment kewyword cannot take units with the following ones: Commisar, Lord Commisar, Ogryn, Bullgryn, Ratlings, Valkyre, Officer of the Fleet, Basilisk, Hydra, Wyvern Titanic.

Denying Valkyrie gunships means denying the regiment a UH-1 equivalent for transporting its squads and their equipment to wherever they may be needed. Denying Basilisk artillery tanks means denying the regiment long-range firepower, as well as a means of countering the enemy's long-range firepower- not to mention the regiment already has Leman Russ battle tanks, whose size and weight are comparable to the Basilisk's. Denying Hydra flak tanks means denying the regiment ground-based defense against enemy flyers- and again, I wonder why the regiment has this limitation, when it already has Leman Russ battle tanks.

An officer of the fleet can be a Navy SEAL equivalent. SEALs specialize in guerilla warfare because such specialties also allow them to counter enemy guerillas- "know the enemy to defeat the enemy"- no need for the regiment to deny itself such potentially useful units.

And why would the regiment have no ogryns, bullgryns, or ratlings, when Catachan regiments- who use similar tactics- include the abhumans? Does your regiment have monodominant sympathies, i.e., its members view abhumans as non-humans, and actively excludes them?
Wolf Scout- Catachan barking toad eggs+ Thousand Sons Marine= Fun! (Wolves of Catachan)

Warhammer 40,000+ Star Wars- Rian Johnson- Reylo= AWESOME! (Knights of Renaissance)

Reasons to use the Steel Crusaders ('Codex: Space Marines' supplement) or the Iron-hearted Angels ('Codex: Blood Angels' supplement): Because you think giving Sternguard Veterans a heavy bolter wtih special issue HEAVY BOLTER ammunition is ALMOST as much fun as shoehorning an Earthshaker cannon into a Land Raider.

#4
KnightBoi

KnightBoi

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I like most of the Special Rules you proposed. The following, however, is too limiting:

Rules

Guerrilla Specialists
The peculiar nature of the Regiment bring it to use equipments more suitable for its strategies
A detachment with Themes Shadow Regiment kewyword cannot take units with the following ones: Commisar, Lord Commisar, Ogryn, Bullgryn, Ratlings, Valkyre, Officer of the Fleet, Basilisk, Hydra, Wyvern Titanic.

Denying Valkyrie gunships means denying the regiment a UH-1 equivalent for transporting its squads and their equipment to wherever they may be needed. Denying Basilisk artillery tanks means denying the regiment long-range firepower, as well as a means of countering the enemy's long-range firepower- not to mention the regiment already has Leman Russ battle tanks, whose size and weight are comparable to the Basilisk's. Denying Hydra flak tanks means denying the regiment ground-based defense against enemy flyers- and again, I wonder why the regiment has this limitation, when it already has Leman Russ battle tanks.

An officer of the fleet can be a Navy SEAL equivalent. SEALs specialize in guerilla warfare because such specialties also allow them to counter enemy guerillas- "know the enemy to defeat the enemy"- no need for the regiment to deny itself such potentially useful units.

And why would the regiment have no ogryns, bullgryns, or ratlings, when Catachan regiments- who use similar tactics- include the abhumans? Does your regiment have monodominant sympathies, i.e., its members view abhumans as non-humans, and actively excludes them?

 

The regiment is intended to be oriented toward short range guerrilla strategies, which generally did not make use of air support hence they did not have Valkyrie and the OoF and due short-range guerrilla Basilisk is the worst choice, although Wyvern and Hydra could be valid.

Ogryns are the worst choice to deploy them for such strategies considering that their average IQ is below those of their Ripper Gun which make them good only as shock troops and nothing more; while the Ratlings are redundant rule-wise (they have already the +2 cover bonus) and I want give to the Regiment something that would give more personality.
 



#5
Bjorn Firewalker

Bjorn Firewalker

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The regiment is intended to be oriented toward short range guerrilla strategies, which generally did not make use of air support hence they did not have Valkyrie and the OoF and due short-range guerrilla Basilisk is the worst choice, although Wyvern and Hydra could be valid.

Short-range weapons and tactics are DEfensive, not OFfensive. If the regiment can't "reach out" and attack the manufactory producing materiel for the enemy army, can't interdict the transports moving this materiel from the manufactory to enemy armies, can't face the enemy in open battle due to a lack of firepower, can't flee from the enemy due to a lack of fast transports... then the regiment's only hope of defeating the enemy will be a war of attrition.

In M40, trying to pull a Taliban or a Viet Cong will NOT make the enemy sign a treaty and then withdraw his forces, but make him subject a planet to Exterminatus and wipe out your regiment on the ground- unless the Imperial Navy can ward off the enemy ships, which is one reason for your regiment to host an officer of the fleet and maintain close relations with said fleet.

Earthshaker cannons (for which the Basilisk is a self-propelled version) are important for counterbattery fire. If your regiment can't counter the enemy's long-range firepower, then your guardsmen will be forced to either run (which may mean abandoning a position it's ordered to defend, which will likely get your regiment decimated as punishment), hide (in underground shelters, effectively blinding themselves and giving the enemy the initiative), or die.
Wolf Scout- Catachan barking toad eggs+ Thousand Sons Marine= Fun! (Wolves of Catachan)

Warhammer 40,000+ Star Wars- Rian Johnson- Reylo= AWESOME! (Knights of Renaissance)

Reasons to use the Steel Crusaders ('Codex: Space Marines' supplement) or the Iron-hearted Angels ('Codex: Blood Angels' supplement): Because you think giving Sternguard Veterans a heavy bolter wtih special issue HEAVY BOLTER ammunition is ALMOST as much fun as shoehorning an Earthshaker cannon into a Land Raider.

#6
KnightBoi

KnightBoi

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The regiment is intended to be oriented toward short range guerrilla strategies, which generally did not make use of air support hence they did not have Valkyrie and the OoF and due short-range guerrilla Basilisk is the worst choice, although Wyvern and Hydra could be valid.

Short-range weapons and tactics are DEfensive, not OFfensive. If the regiment can't "reach out" and attack the manufactory producing materiel for the enemy army, can't interdict the transports moving this materiel from the manufactory to enemy armies, can't face the enemy in open battle due to a lack of firepower, can't flee from the enemy due to a lack of fast transports... then the regiment's only hope of defeating the enemy will be a war of attrition.

In M40, trying to pull a Taliban or a Viet Cong will NOT make the enemy sign a treaty and then withdraw his forces, but make him subject a planet to Exterminatus and wipe out your regiment on the ground- unless the Imperial Navy can ward off the enemy ships, which is one reason for your regiment to host an officer of the fleet and maintain close relations with said fleet.

Earthshaker cannons (for which the Basilisk is a self-propelled version) are important for counterbattery fire. If your regiment can't counter the enemy's long-range firepower, then your guardsmen will be forced to either run (which may mean abandoning a position it's ordered to defend, which will likely get your regiment decimated as punishment), hide (in underground shelters, effectively blinding themselves and giving the enemy the initiative), or die.

 

In my mind the Regiment is specialized in tactics akin to guerrilla as ambushes, that even in a setting like 40k could be a pain on the side for many armies. After all even Tallarn get close to such things.


Edited by KnightBoi, 02 July 2020 - 08:51 AM.






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