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XScorpionX5

Good Gaurdsmen builds.

55 posts in this topic

I wouldn't consider any regiment 'garbage' par say. I would say it depends on what sort of campaign you want, how much roleplaying you want and how hard you need it to be. For example, whilst on duty and in combat at least, most of the campaign will be 'Yes sir, no sir, tell me to stick my gun up my arse and fire it and I'll obey without question sir!' Others allow more freedom. Krieg is a bit of work to organise unique characters in, as uniqueness is... Not encouraged, but wouldn't be impossible. I like the idea of a squad of guys who really, really don't want to die being stuck in a krieg environment, trying to claw their way out of each impossible fight they're dumped into.

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Beauty of regiment creation systtem (if you dont let players abuse **** out of Combined regiments from Hammer of the Emperor) is that all players start on more or less same level. If it was individual, there is no doubt a true powergamer would just take Iron Dicipline, Die-Hards and Sharpshooters for bonus aptitudes and be done with it.

 

Wirting that, doctrines granting Aptitudes are generally considered "stronger", as they work with Exp economy, So from this point of view, Kriegs, having Iron Discipline, are definitely a bad regiment rules-wise.

 

I would consider Agriworld regiments to be rather unplayable in long run becouse of their penalty to Willpower and getting twice as many insanity points as normal drawback. And that is why I am currently writing one-shot OW adventure about Agriworld regiment, with Incompetent Command or Conscripts drawbacks, 15 Hours meet Apocalypse Now style. Regiment will garbage, but it is going to be hilarious.

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Beauty of regiment creation systtem (if you dont let players abuse **** out of Combined regiments from Hammer of the Emperor) is that all players start on more or less same level. If it was individual, there is no doubt a true powergamer would just take Iron Dicipline, Die-Hards and Sharpshooters for bonus aptitudes and be done with it.

 

Wirting that, doctrines granting Aptitudes are generally considered "stronger", as they work with Exp economy, So from this point of view, Kriegs, having Iron Discipline, are definitely a bad regiment rules-wise.

 

I would consider Agriworld regiments to be rather unplayable in long run becouse of their penalty to Willpower and getting twice as many insanity points as normal drawback. And that is why I am currently writing one-shot OW adventure about Agriworld regiment, with Incompetent Command or Conscripts drawbacks, 15 Hours meet Apocalypse Now style. Regiment will garbage, but it is going to be hilarious.

Tell us of their 'mighty' adventures against those scum bag foes of the Emperor! Huzzah! To war! etc. Also, I liked the mixed regiments. Infantry and armoured, playing as the infantry. 'We need one of your tanks, now. We requisition it.'. Tank Commander: 'Yes. Of course. However, since you don't fall under my actual responsibility, and aren't my problem, you're going to need to do a few favours....' Three hours later getting crucified at a chaos base. 'Wow... Some favour...'

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Hmmm I would say that would be ironic but in this future thats probably how you end up as. Well we were aiming to do something of each person gets to pick a regiment they come from and we get mixed together after some chaos nonsense take place.

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