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Post by Sikkukkut on Nov 23, 2004 4:29:10 GMT -5
Yeah, people without any military background (such as PDF) can join the Imperial Guard, apparently. In the Gaunt's Ghosts novels, there are several of the Tanith 1st that appear to have no background in the 'Tanith Militia'. Some of them used to work in lumber mills, for example. Yeah, but one of the books specifically says that the only civilian who escaped Tanith was Brin Milo - everyone else was a Guardsman. (So was Milo as of about Necropolis on, but that was because he was finally old enough to join a unit.) Having had a previous job or career before they joined up or were drafted doesn't mean they went into the Guard straight from civvie street. Technically true, but there are a couple of reasons why it might happen anyway. Did anyone here ever play "Master of Orion"? Did anyone ever use that "gypsy soldier" tactic where you raise quantities of troops off some of your worlds and ship them to and fro across your empire, adding to the waves every time they reach a planet, so that when you wind up in a war you've already got an enormous invasion force already in transit and just needing to be redirected to its destination? I can easily imagine this being tried in the Imperium somewhere, given the mind-numbing scale that its military works on. There's no war nearby but there's a crusade planned for two sectors away in about eighty years' time, and it looks like that political feud in the Blahblah sub might need a pacification force a generation or so down the line, and there are population pressures on such-and-such a world, and somebody in the Administratum had a couple of thousand military academy graduates transferred into the sector for some reason so now we need to find something for them to do. Why not just raise a dozen or two regiments on spec? It takes so long to get places that they can just set off in a likely-looking direction and be redirected if they're needed, and better to raise them now on our terms than have a decree come along in fifty years when we're not ready for it. Of course, if your picture of Imperial bureacracy is the shambolic nightmare that mine is, there doesn't need to be much of a reason for a Guard regiment to end up a long way from home, but that's an issue for somewhere else. Possibly the simplest explanation is that a regiment raised in response to the last of the scarily big ork incursions into Anargo, a long time ago, has lost centuries in the warp, or got misrouted to somewhere else, or showed up way late for any of a number of reasons and are now piling out of their ships asking some befuddled farmers on the inner edge of Castellan where the orks are. I've rambled a bit here, haven't I? I should probably put this up in Meta-concepts if people find it interesting.
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Post by Destecado on Nov 23, 2004 17:44:43 GMT -5
I/ve found the Chapter Approved Swamp Rules. They are on pg. 98-100 of the September (US) White Dwarf (the cover has the artwork from the new 4th edition rule book).
Below is a brief summary of the rules as they affect the wargame:
Swamplands
A non-vehicle model's maximum movement through swamp land is equal to the models armor save. This is to represent the fact that heavily armoured troops tend to sink in the mire, thus have a more difficult time moving through swamps than more lightly armored models. Units or models which have no armor save or whose normal save is invulnerable have a maximum movement of 6.
Units still roll for difficult terrain, but may not move more than their armor save even if the roll is higher than the armor save.
Swamps provide a 6+ cover save. Non-vehicle units can forego their movement phase (not move) and choose instead to partially submerge themselves in the swamp. being partially submerged increases the cover save to 5+.
Swamps do not obscure vehicles.
Bogged Down
If two or more 1's are rolled when a unit tests for difficult terrain, the units is considered to be "bogged down" and may not make a Assault movement that tern. Units that roll extra dice for difficult terrain tests (such as scouts) may choose to roll fewer dice. This represents the unit moving carefully through uncertain terrain.
New IG Doctrine
Swamp Fighter - 10 pts per unit.
Advantages:
Swamp fighters move through swamps as if they were open terrain.
Receive a 5+ cover save in Swamps and a 4+ cover save when submerged.
May infiltrate if the scenario allows. They may also deploy in swamps and begin play submerged.
The swamp fighters also gain other benefits with regards to swam creatures, but since the swamp creatures are optional rules, I won't include them here at the moment
Drawbacks:
Swamp fighters abandon the use of bulky armor, so their armor save is reduced to 6+.
Swam Fighter units may not take any heavy weapons by may take an extra grenade launcher.
For determining what other doctrines may be taken with the Swamp Fghters, treat them the same as Jungle Fighters. Swamp Fighters may be combined with the Jungle Fighters doctrines to create very formidable death world commandos.
Native Cavalry
This falls under special equipment doctrines. rough rider squadrons may be purchased for 15 pts per squadron if this Doctrine is selected. Since it uses creatures native to the swamp world, swamps are treated as open terrain.
There is much more information such as the effects of swamps on vehicles, but i am leary of posting the chapter approved article in its entirety (even parphrased). I definitely recomend that you pick up the White Dwarf in order to read the original article.
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Post by RascalLeader on Nov 23, 2004 18:42:47 GMT -5
With that question answered; when do they get trained? Would they do some training on my planet first before being shipped off to ports unknown, or onroute? After they have fought their war do they get reposted or what? I can't really see them being sent back home, and having crack troop being a displaced population on a new world does not ring true ether. Its a toss-up at the moment whether they are Rough Riders or Tank infantry. Most on the planet (i.e. the poorest) would not have an idea how to drive such a mechanical thing, but riding is a distinct possibility as I have said before. Those images in my had of alliagator mounts is very appealing. I think I have my answer.... ;D So what does this mean/imply? Thanks even being paraphrased its usefull. Picking up a copy myself might be difficult (I'll have to see if its in the UK issue first). What you have put gives me the feel to it anyway. So if I read what you put correctily it mean that they would have to wear light armour and not have artillery or heavy weapons and may inflitrate. So could I have some units swamp fighters and others as cavalry or do these units come from seperate worlds?
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Post by Dazo on Nov 24, 2004 1:55:49 GMT -5
Well it had to happen sometime Of course you can So an out and out water world with not only an imperial scout base, but a naval base as well, those must be either the unlukiiest pirates or the dumbest. Not the world I would have chosen as an armpit, it also has a rather thin atmosphere, which considering all the plant life is a little unusual . If I may be so bold, I think you might find this one to your liking 59,46,53 - K-V - E798459-6 202 Im 160, its a little bigger, it has a nice thick atmosphere, up to 84% water, the star is the same so plants will do well, and it also is a little backwards in terms of tech, it actually is a little frontier like with a poor space port. The native life value is low, but as I understand it you imported most of the plants yes?
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Post by CELS on Nov 24, 2004 10:40:17 GMT -5
Codes like Naval base and Scout base are codes that can be changed, however. They're not as... untouchable as, say, atmosphere and planet size. So if you want this to be an armpit, feel free to tone down the Imperial presence.
Or, if you feel brave, try working around the codes. Maybe the planet has an Imperial naval base, but one that has decayed over the last centuries, due to lacking funds. Now, the commanding officer is on the pay-roll of the growing pirate forces, and as he keeps feeding the Imperium false reports of low pirate activity, it's only a matter of time before the Imperial naval base is shut down all together.
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Post by Dazo on Nov 24, 2004 12:54:34 GMT -5
Of course that depends on whether zholud would be happy with that, though why change anything, I think the UWP I suggest would work just as well, but, thats for rascal and zholud to decide on....what would I know...mumble mumble...only been doing this for like ages...mumble mumble
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Post by RascalLeader on Nov 24, 2004 15:45:28 GMT -5
Or the Smartest ;D Had not thought about that; Ahhhhh! Lets not panic; their must be alot of reasons why it has a thin atmosphere. Near miss from an Asteroid? Some Sort of Gigantic fire that swept over the planet burning all the plants off? Or if I *put* it as 0.70 Atmospheres its only 1% away from standard, not thin really; but 'thinner'. Its not an Agriculture world I had considered the following ones but dumped them for several reasons. 54,50,55 - M-V - B678548-6 Ag 804 Im 551 Low Poulation, tainted atmosphere 55,48,49 - K-V - A65A666-B S,N Ag Wa 511 Im 665 This was my second choice, but decided that the one I had chosen was better. 58,48,49 - F-V - A99A655-C Ag Wa 122 Im 475 Dense tantained atmosphere, wrong type of goverment And those where some of my best and most had something not quite right with them. Thats correct, the unnamed root plant was brought there at the end of the AoS before most of the orginal colonist where wiped out. When they Imperium came back to the world they tried to introduce much more abundant life but have had very little success. Great idea CELS, I was going to have most of the goverment as corrupt anyway (Captive goverment) to the Corporations based there, but I am sure that they would freely take the money off anyone if thats the case .
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Post by Dazo on Nov 24, 2004 16:09:30 GMT -5
well, yes its not unlivable, and its a rather puny world so it wouldn't be able to maintain as dense an atmosphere as larger worlds could
Errr that was the one you chose
That does not matter, you decide what the classification of your world will be, so if you decide its going to be an agriworld then as long as you explain ie you imported the plants then you theres no problem. The only reason its not designated as an agriworld(the one I picked) is its low life value, but you have already provided a way around that, the plants were brought in by the settlers themselves.
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Post by RascalLeader on Nov 24, 2004 16:24:04 GMT -5
That serves me right for not looking what I was doing Some clarification on this; does it mean that I can redesignated it as an 'Ag' (I.e. Edit the UWP) or that its an agri world that is not really considered and Agri world (as in a civilised World that has a sideline in food production).
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Post by Dazo on Nov 24, 2004 16:48:30 GMT -5
Ok no problem. Firstly you have a concept, your concept does not rely on what the planet naturally has to offer so straight away you have given your self room to manouver. Now lets say, as we are indeed, that your world is going to be an agri world, which it is, so firstly you look at all the worlds marked Ag to see which one is appropriate. You want lots of water, its going to be a swampy place after all so what have we got in Meksum that might fit you idea 1)54,50,55 - M-V - B678548-6 Ag 804 Im 551 2)55,48,49 - K-V - A65A666-B S,N Ag Wa 511 Im 665 3)56,47,52 - K-V - A989758-C Ag 710 Im 095 4)59,48,52 - M-V - D2566A9-3 S Ag 103 Im 210 5)59,46,53 - K-V - E798459-6 202 Im 160 6)53,50,50 - M-VI - B788234-10 N Lo 504 Im 240 so straight away I would discard numbers 2(to much water), 4(far to small) and 6(star is to small and cold) So we are left with 1)54,50,55 - M-V - B678548-6 Ag 804 Im 551 3)56,47,52 - K-V - A989758-C Ag 710 Im 095 5)59,46,53 - K-V - E798459-6 202 Im 160 Now of those three number 3 is to resource rich, it wouldn't be suitable for what you have in mind. This leaves 1 and 5, now yes 1 is an agri world but number 5 has the correct type of star, plants would grow better and faster, the atmosphere on number 1 is perfectly good, but 5 has a denser atmosphere indicating maybe an abundance of plant life, it also is larger meaning the gravity will be closer to normal. The only thing that stopped number 5 being classed as an agri world is its low life value. Now to answer your actuall question(just thought i'd take through the process I use) yes life value can be altered, yes you can give your own designation, just explain how it happened. every thing on the UWP barring size, atmosphere and hydro% can be altered. I don't think zholud will mind either. Also it has no designation, but when i comes to doing the SR you would actually have to give it one, and that would be agriworld. Thats what I think, you may take whichever path you like its up to you
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Post by RascalLeader on Nov 28, 2004 17:04:59 GMT -5
Well That means I am going to have to start over again looking for a world. You were right Dazo; the world I choise was a still a bit unsutable. Finding the right combination of details is much harder then I thought . Finding an adiquate Agri world to begin with was quite a job to thin them out, now that I now know I can redesignate them I have many more to choose from. This confused me a bit, I would have thought that it would be important for my world to have a high resorce rating in order to show that the product of the Agri world is important to the sub/sector. How far does this extend; from what was said Its quite easy to assume that you could ALMOST complelty reinvent a world to fit what you want. Why even bother putting out UWP's to chose from; if only the size, atmosphere and hydrosphere are important? What I really want to know of of that is that if I find a world with those three main things, could I just completly replace the rest of it as long as I give the reasons for it?
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Post by Dazo on Nov 29, 2004 3:41:31 GMT -5
Ah but to high a resource value and its unlikely to be a backward out of the way agri world but more of a rapidly developing civilised world, as they would have large scale manufacturing and mining operations, your low grade food stock would be dumped in favour of more profitable ventures. So if I was looking for a basic out and out agri world I would be looking for a resource value of between 3-6.
Technically yes I suppose so, though changing the star type is possible it is frowned upon unless you have a very good reason, and there are not very many good reasons. the trade codes, ie Ag, Ba, S, N can not be changed they could be added though, if for example you had a terran type world you could add the Ag classification as long as the population was right for it to be an agri world, and the atmosphere and hydrosphere were clearly suitable for crop production, plants have to breathe aswell as drink. Of PBG code only the P(population multiplier) could be changed, as it effects the population, the other two numbers in that code can't or dont need to be touched. The last 3 numbers in the UWP are also flexible to a degree, ie the life value and export code have some flexibility, but you would have to discuss that(like everything else) with kage or the sub sector manager. The tech level is also variable.
And, to restate myself, with only a few small modifications this one should work for you 5)59,46,53 - K-V - E798459-6 202 Im 160
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Post by RascalLeader on Nov 29, 2004 18:25:21 GMT -5
I bet it feels like your banging your head against the wall ;D Alright Lets examin this system you have suggested. Since I have not yet started looking at everything else yet, lets hope it is workable. [shadow=red,left,300]59,46,53 - K-V - E798459-6 202 Im 160[/shadow] [shadow=red,left,300]Starport: [/shadow] E Can’t Find this information at the moment; I'll look it up tommorow [shadow=red,left,300]Size: [/shadow] 7 - Medium (10,400km - 11,999km) - This is big enoght? its a little bit smaller then Earths 12,756 Km diameter. Would that be enoght to solve the earlyer problem of containing the Atmosphere? [shadow=red,left,300]Atmosphere: [/shadow] 9 - (dense Tainted) -Dense Taint; should this not present more of a problem for the inhabitancy? The taint might not be very much but being a dense atmosphere might have its problems. Possible area of change? [shadow=red,left,300]Hydrosphere:[/shadow] 8 Wet World (75- 84%) -Fine. However it would have to be near the maximum value to be able to excuse the 'Swamp world' theme. It might be enoght to be 'water logged'. [shadow=red,left,300]Population: [/shadow] 4 Moderate (tens thousands) 10,000- 99,999 -Perhaps a little small for what I had in mind; not that this really matters. Possible area of change? (Hoping for at least a million) [shadow=red,left,300]Law Level: [/shadow] 5 Moderate law. Personal concealable weapons prohibited. - Fine; does not really matter at the moment. [shadow=red,left,300]Government:[/shadow] 9 Impersonal Bureaucracy. Government by agencies which are insulated from the governed. -I would prefer the Captive Government/Colony option this I can change right? [shadow=red,left,300]Techlevel:[/shadow] 6 -Can’t Find this ether, but its not going to lasers thats for certain. Medieval or higer perhaps? Might need to change it but mabey not. - Both to add later? (Ag and Wa). I am almost fixated about having a Imperial Base in system now dispite the presence of pirates and so forth. I am thinking its a left over from a time when the planet was much more important to the subsector then it is now. [shadow=red,left,300]Life Value: [/shadow] 1 Proto-cellular. Indigenous life consists of amino acids and/or various primitive replicators. These may have been wiped out by transplanted organisms. -This should not matter since most of it has been transported in. [shadow=red,left,300]Resource Value:[/shadow] 6 Moderate. Moderate resource base capable of being exploited for export. - Alright I think I know what you mean now; these are more to do with Minerals or elements on the planet rather then any 'resource' (I.e. Food in my case) that can be used by the inhabitance. [shadow=red,left,300]Export Code: [/shadow] 0 - Huh. Does this mean they export nothing or that its up to me as well? Okay its not perfect (are any?) but from what you have stated in your prevous post I could perhaps work it, as long as I could change a few of the details I have said about. Comments Please!
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Post by Kage2020 on Nov 29, 2004 22:34:13 GMT -5
E - Can’t Find this information at the moment; I'll look it up tommorow An E class starport generally means that it is little more than just an area of compacted earth, or a rocky plateau or whatever. A bare scratch in an attempt to create a starport. [shadow=red,left,300]Size: [/shadow] 7 - Medium (10,400km - 11,999km) - This is big enoght? It should be. Might be best to have a world with a higher gravity but, once again, I'm being a bit lazy and not reading the rest of the thread. My apologies for that but, well, I'm incorrigible. [shadow=red,left,300]Atmosphere: [/shadow] 9 - (dense Tainted) -Dense Taint; should this not present more of a problem for the inhabitancy? The taint might not be very much but being a dense atmosphere might have its problems. Possible area of change? You may not change the atmosphere code, I'm afraid. A Dense atmosphere isn't going to be a problem assuming that it is within the human tolerance. One possible source of problem might be temperature, but that's a problem you can deal with at a latter time with a bit of fudging. [shadow=red,left,300]Population: [/shadow] 4 Moderate (tens thousands) 10,000- 99,999 -Perhaps a little small for what I had in mind; not that this really matters. Possible area of change? (Hoping for at least a million) That's fine. The 'social' statistics (Population, Government, Law, Tech Level, Starport and Export) are all subject to the desires of the designer. The reason that they are generated is to give the designer some inspiration, guidelines or whatever you want to think of the as. The good thing about random generation is that it can send you into strange realms when you try and explain something... If that doesn't work then you are free to change things! [shadow=red,left,300]Government:[/shadow] 9 Impersonal Bureaucracy. Government by agencies which are insulated from the governed. -I would prefer the Captive Government/Colony option this I can change right? As above, yes you can. [shadow=red,left,300]Techlevel:[/shadow] 6 -Can’t Find this ether, but its not going to lasers thats for certain. Medieval or higer perhaps? Might need to change it but mabey not. The thread that you are looking for can be found here. The level of technology for TTL 6 is roughly equivalent to post-WWII Terra in the real world, as outlined in that thread. Remember, however, that for generation and preparation of the SRs that we are using the Traveller codes and not those that I personally tend to work with on the 'ole GURPS front. Both to add later? (Ag and Wa). An "Ag" code requires specific environmental considerations, as outlined in another thread. (The identity of the thread skips my mind at the moment. Similarly, "Wa" generally requires an "A" on the hydrosphere UWP statistic. I am almost fixated about having a Imperial Base in system now dispite the presence of pirates and so forth. I am thinking its a left over from a time when the planet was much more important to the subsector then it is now. This would be reasonable, although the chances of it having 'operational gear' would be slim... But definitely an interesting point for RPG campaigns, etc. [shadow=red,left,300]Life Value: [/shadow] 1 Proto-cellular. Indigenous life consists of amino acids and/or various primitive replicators. These may have been wiped out by transplanted organisms. -This should not matter since most of it has been transported in. Yup. Chances are that the majority of the lifeforms would have been wiped out unless you can think of interesting reasons why you would want to keep some... [shadow=red,left,300]Resource Value:[/shadow] 6 Moderate. Moderate resource base capable of being exploited for export. - Alright I think I know what you mean now; these are more to do with Minerals or elements on the planet rather then any 'resource' (I.e. Food in my case) that can be used by the inhabitance. Yep, that's the basic gist of it. All this means that should the planet engage in interstellar trade, it would have the 'resources' (i.e. minerals, etc.) to perform said trade. Again, though, the Resource value is one of those things that while you cannot change it is just a guideline that was originally designed to suggest a pattern of colonisation for the Anargo sector. We never went down that particular road, but it is still a useful statistic... [shadow=red,left,300]Export Code: [/shadow] 0 - Huh. Does this mean they export nothing or that its up to me as well? Well, within reason it is up to you... But, yes, it does mean that they do not export anything as it currently stands. Also, remember that there can be a significant difference between what a planet exports and what the dominant form of the tithe is! The joys of interstellar trade in the Imperium!
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Post by Destecado on Nov 30, 2004 10:29:30 GMT -5
[shadow=red,left,300]Atmosphere: [/shadow] 9 - (dense Tainted) -Dense Taint; should this not present more of a problem for the inhabitancy? The taint might not be very much but being a dense atmosphere might have its problems. Possible area of change? As Kage said, as long as it is within tolerances for humans, it should pose as much of a problem as temperature. Also IIRC many of the inhabitants were going to live on high points on the world. The atmosphere would thin out as you go higher. Maybe most habitation occurs at a height where the atmosphere is equal to normal earth sea level or slightly above. Depending on the type of taint , it may also not reach to these higher elevations. If you are going to have a world spanning swamp, you may be looking at gasses that occur from the decomposition of organic material. Maybe the taint is Methane. This would generally stay close to the ground...or with the denser atmosphere a little above it. Methane could also accumulate into pockets where explosions could be a risk. You've also said that there would be inhabitants living down in the swamps. They would need to adapt to this higher pressure as well as the taint of Methane (or what ever gasses may be present). They would need to overcome the heat. If any of you have been in Florida (or any other tropical area) you will have an idea of how uncomfortable it can be during the long summer months. Temperatures in the high 90s (Farenheight) coupled with usually 80 - 90% humidity. And lest we forget, the mosquitos and other bugs...the swamps will not be a very nice place to live. [shadow=red,left,300]Hydrosphere:[/shadow] 8 Wet World (75- 84%) -Fine. However it would have to be near the maximum value to be able to excuse the 'Swamp world' theme. It might be enoght to be 'water logged'. A world close to 80% is probably optimal. It allows for enough land mass to account for the "high ground" on which most of the population lives. [shadow=red,left,300]Population: [/shadow]4 Moderate (tens thousands) 10,000- 99,999 -Perhaps a little small for what I had in mind; not that this really matters. Possible area of change? (Hoping for at least a million) This could be put off as only the populations that reside in the High cities...maybe they don't bother counting those that reside in the swamps...but a slightly higher population value would be good. Tech level 6 -Can’t Find this ether, but its not going to lasers thats for certain. Medieval or higer perhaps? Might need to change it but mabey not. With the dense atmosphere (refraction of laser beam by denser atmosphere) and the danger of explosive gasses, lasers probably aren't the best choice of weapon any way. They also probably don't you weapons relying on gun powder, which still has the problem of causing explosions. They may instead opt for a weapons system that uses either chemical propelants or even better pneumatics (air guns). There are many different types of air guns: spring-piston, multi-pump pneumatic, precharged pneumatic (PCP), and reservoir. Pneumatic rifles have been around since the 15th century. Austrian soldiers sniped and killed French soldiers with pnematic rifles during the Napoleonic Wars. Lewis and Clarke also took one along on their expedition. Spring-Piston GunsCocking the spring -piston gun compresses a large steel spring. The trigger releases the spring, which moves a piston that instantaneously compresses the air in a chamber. The intense compression heats the air in the chamber to temperatures 1000 degrees C. The expanding hot air would move the pellet down the bore of the gun (spring-piston guns can achieve muzzel velocities near the speed of sound from a single cock). The better quality spring air guns can have long service lives, often exceeding thirty years. Because they deliver the same energy on each shot, the trajectory is extremely repeatable. Spring-piston guns seem to have a practical upper limit of 1200 ft/s (370 m/s) for .177 cal (4.5 mm) pellets. Cylinder gunsCylinder guns shoot from a cylinder, usually filled with liquefied CO2. Most paintball guns are of this variety, but higher powered versions can be used for hunting and target practice. Such gas guns have also been used in space by astronauts for EVAs (Extra-Vehicular Activity). Here they are used as a means of propulsion and are usually filled with either compressed oxygen or nitrogen (depending on the model and device). Reservoir GunsThis type of air gun is usually clled a "multi pump". They have a pump which compresses air into a reservoir. This gun is a compromize between the Spring-piston and Cylinder varieties. Unlike the spring-piston it is cold fired (the air cools losing much of its energy). Although it loses alot of energy due to the cold compression, it does not require the grease or lubricants neccesarry with the spring-piston guns. Unlike the cylinder guns which have a high ration of compression, the compression achieved on the Reservoir gun is modest. It does have the advantage of not running out of air, where a Cylinder gun can experience drop off as the pressure inside the cylinder drops. This is the type of air gun carried by Lewis and Clarke. Most historical air guns were of this variety. One of the traditional weapons for hunting wolves in Russia was a large-calibre reservoir air-rifle. It could be shot silently to avoid warning the pack. Modern reservoir guns in larger calibers (6 mm to 9 mm) are often used for hunting small game. Why Air GunsAir rifles have the advantages historically of being able to fire nearly silently. Their lack of muzzel flash makes them hard to detect. Since they do not rely on powder or other chemical propellants, there is no risk of the powder getting wet or the chemicals degrading. Unfortunately compaired with powder fired firearms, they may seem underpowered. Of course, since most people on the planet will probably not be wearing armor (due to the temperature and the risks of heavy armor causing you to sink in swampy areas) they should prove quite effective. A Note on CavalryIf you are talking about the planet having proto-cellular life only, does it really make sense that they would import a potentially hostile life form to the planet that would eventually serve as mounts for cavalry units? I think you really need to reconsider how you want to have your Imperial Guard units set up. If you set up your guard unit using doctrines, then youprobably want to go with Swamp Fighters and probably Jungle Fighters (whit the high water content of this world, even areas not in actual swamp will still be rather warm and wet. Jungles more than likely will be present). You may also want to go with Jump Troops as an doctrine option. On a planet that is mostly swamp, there will be areas that are almost completely inaccessable by land. The only way into such places may be to deploy troops from the air. These would be highly skilled troops that after jumping into the swampy terrain (or jungle terrain) could fight highly effectively. They would operate in much the same manner as the (Airborne) Rangers or Navy Seals did in Vietnam. This of course may not represent all of the units present on the planet, but I really don't see mounted cavalry as being present, regardless of the unit type.
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