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Cortezz

Which regiment type do you prefer?

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Hello lads!

As you can probably guess from the title, this thread is just me wanting to start some friendly banter about regiment types.
I am simply abit curious about which regiment types other groups of players find enjoyable and which they think are... not satisfactory.

So, What regiments have you tired? Which ones did you like/dislike? And offcourse, why do you like/dislike these regiment types?

Example: I have tried Line Infantry and Drop troops.

Line Infantry:
Think it's a great starting regiment for any group. Seems to be the regiment that is the least "niche" and therefore has alot to offer if you feel like exploring your options. 
Offcourse, in that it doesnt do anything special this also makes it perhaps abit too generic in the long run.
All in all, our group seemed to enjoy it. Not alot of things tied us down in terms of options for equipment and specialities. So if you are not entirely sure what you want, go for Line infantry.

Drop troops:
We... kindoff took a spec ops approach to it. 
Mission types were usually; Drop, do something important, get out fast.
We also gave the regiment alot of demolitions... Alot of silly "drop troops dont look at explosions moments"
Really action packed. Lots of exploding and players should really try and get "creative" in what they can do with a grav chute. Otherwise it's only there for when they deploy and that can get stale pretty quick.

We might have made the regiment abit too "niche" though. So alot of the "classes" or specialties were out of the picture (No drop ogryns!).

So yeah, what has your Only War experience been? (regiment-wise)

Edited by Cortezz

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I adore playing Drop Troops with the Spec Ops element to it. I also love hijacking every vehicle I can get my grubby hands on. =D

I've yet to actually play as anything else but, I've been asked to run a game for a group of Adeptus Arbites Motorbike Rough Riders; "Task Force 62", which could be interesting.

I will have to get back in touch about the Motorbike Rough Riders.

Given I seem to be perpetually stuck wearing the GM hat, it may be a while before I get to actually play in any others.

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..Adeptus Arbites... Motorbike.. Rough Riders?

I.. I have no idea.

But that sounds amazing.

Please let it be on a blasted badlands world with large and sprawling but feudal-like cities (clay houses and mud-huts, and large tribes of techno-barbarians).

Edited by Fgdsfg

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They wanted to police a Hive World, which I've yet to name. So I'm borrowing very heavily from the Book of Judgement for their gear, and the Disciples of the Dark Gods for their opposition. I won't go into details at this point in case any of them read these forums.

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Lost Forge world demolition guys.

Theyve got lot of arms, lot of explosives, but they lack men and women to fight. Fallen become servitors or their battle counterparts. Gear they use is always abundant and top quality, but often there is no one to use it. So often they have to rescue their brothers in arms because KIAs bring the whole regiment to the brink of extinction. They often have to do tasks they were not destined for, simply because there is nobody else to do this.

They are Newtonports 669th and last ones breach regiment. Theyre cool as the void.

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..Adeptus Arbites... Motorbike.. Rough Riders?

I.. I have no idea.

But that sounds amazing.

Please let it be on a blasted badlands world with large and sprawling but feudal-like cities (clay houses and mud-huts, and large tribes of techno-barbarians).

Been there, done that. Used the Tauros regiment for some madmax style warfare on mutants/bandits.

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I adore playing Drop Troops with the Spec Ops element to it. I also love hijacking every vehicle I can get my grubby hands on. =D

I've yet to actually play as anything else but, I've been asked to run a game for a group of Adeptus Arbites Motorbike Rough Riders; "Task Force 62", which could be interesting.

 

Well it definitely seems to be an interesting take on the "Rough Rider" regiment type. I could see how with a little twisting here and there you could easily play as Arbites with the Only War system.

Best of luck to your group, catching those crims :)

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Well Cortezz, since we play together you probably know. But I prefer infantry companies of various kinds. 
Line infantry is a good starting regiment for new players and offers a great selection of combat missions and roleplay oppertunities. Other regiments like drop troops, recon or hunter-killer (and lots of other "special" infantry regiments) also sound great and adds the "snowflake" element we're all after.

Armoured is the least tempting, it sounds boring. Then again I might just be thinking about it wrong, but alot of players will be...superflous with a leman russ in the group.

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Drop troopers for me, They can be used in almost every campaign from special forces, to mass band of brother type scenes where you descend from the sky.

 

I mean all the regiments types in the book are good and I would love to try if I could ever find the groups. 

 

Well Cortezz, since we play together you probably know. But I prefer infantry companies of various kinds. 
Line infantry is a good starting regiment for new players and offers a great selection of combat missions and roleplay oppertunities. Other regiments like drop troops, recon or hunter-killer (and lots of other "special" infantry regiments) also sound great and adds the "snowflake" element we're all after.

Armoured is the least tempting, it sounds boring. Then again I might just be thinking about it wrong, but alot of players will be...superflous with a leman russ in the group.

armored regs are best played in my opinion when you have small groups , so every one can be in the one tank. A fury style system. 

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It started with random rolls: Agri-world, Supine, Artillery (Basilisks, yes), Survivalists, Covert Strike, Incompetent Leadership, then we had some paroxysm of creativity - and 1st Cyrus Vulpan "Shadows in the corn" was born.

Edited by Jargal

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I'm curious, how do you make an artillery regiment engaging? Afterall they're supposed to stay way behind friendly lines and bombard the enemy. Just curious how you work around it :)

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What we were planning to do is have the party act as Forward Spotters.

 

 

Their SRK includes targeters, camo cloaks, autoguns and they have infiltration and stealth doctrines, the idea being to quietly assassinate their way into position so that they can paint the target for the hammer blow of the Basilisk.

 

One of the players said he doesn't mind sitting in the Basilisk as long as he's in microbead range.

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My best experience to date - SpecOps Artillery regiment.

If you dont mind me asking, where does the SpecOps element fit in with an artillery regiment?

I know that arty doesnt have the best range in Only War, but how do you make it into "SpecOps"

Like, what kindoff missions do you do and how do you do them?

 

Death world guerilla regiment fighting tyranids in jericho reach. Lots of spec ops in tyranid infested environment.

 

Tyranids eh?

How do you handle balance when it comes to guardsmen vs tyranids?

I have plenty of trouble allready trying to implement Orks and Dark Eldar (Without comepletely ******* over players). I cant even imagine how i'd use tyranids against the players and not comepletely pummel them to dust. :P

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If you dont mind me asking, where does the SpecOps element fit in with an artillery regiment?

I know that arty doesnt have the best range in Only War, but how do you make it into "SpecOps"

Like, what kindoff missions do you do and how do you do them?

 

Looks like I'll have to translate my little fan-fiction... I'll try to do it tomorrow.

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My best experience to date - SpecOps Artillery regiment.

If you dont mind me asking, where does the SpecOps element fit in with an artillery regiment?

I know that arty doesnt have the best range in Only War, but how do you make it into "SpecOps"

Like, what kindoff missions do you do and how do you do them?

 

Death world guerilla regiment fighting tyranids in jericho reach. Lots of spec ops in tyranid infested environment.

 

Tyranids eh?

How do you handle balance when it comes to guardsmen vs tyranids?

I have plenty of trouble allready trying to implement Orks and Dark Eldar (Without comepletely ******* over players). I cant even imagine how i'd use tyranids against the players and not comepletely pummel them to dust. :P

 

 

For starters i don't pit them against elite or master enemies... for now

Of course we got few casulties since players need to learn the hard way and i turned off easy mode a few sessions ago. One time team sniper after surviving two hormagaunt ambush without scratch (due to the really poor dice rolls on tyranid side) get so cocky he was trying to persuade whole squad that they are harmless to the point he annoyed all players. Next time he just stand in the open while screaming they are far and shooting at nids. Two turns later he ended with -6 wounds bleeding on the ground. Now they use tactics. 

On last sesion they were fighting 10 hormogaunts. One player used suppresing fire, the other one shoot to kill while two other players utilised clever use of grenades. So mostly they think. They try to engage them on familiar ground.

Most of the time it's skirmishes only. Something like when sentry turret went offline due to the damaged generator and squad get sent to investigate and encounter a tyranid group.

They gonna meet tyranid warrior on next session but point of this fight is to intruduce new enemy and scare them a little. They need to survive 2 rounds before space marine drop assualt hit nids. Since one player want to see space marines drop pods hitting planet and i am kind GM :P

 

To summarise this. Most of troop enemies work at their xp level (roughly around 2k xp) since i don't think they are tougher than orks or dark eldar, honestly i think that gaunts and termagant's are a lot easier (gaunts have only 3TB and 3 armor with 9 wounds while ork boys also troop category enemy have TB 6 Wounds 12 and true grit) and in small skirmishes. Of course they can hit hard (but orks can hit even harder) but it's all about tactics and squad composition and enemy numbers (2 nids on one player is good challange) As for more advanced enemies i will tell after a while. However i am not sure how many i introduce since i plan to change scenery. Hive cities can get boring rather fast and there is more fun fighting chaos or other enemies which players don't treat as mindless animals.

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I really like the humble Line infantry. It is just so flexible regment. Aside from the usual front line duties they are meant for the GM can always decide that the dedicated siege/light/guerilla regiment meant for the latest warzone is delayed or simply is not available so the Line regiment will fill in that position.

 

Then again, playing a dedicated Siege regiment would also be cool. Between missions the squad will do boring guard duty at the trenches (though a defense mission or two can be done) but mainly they will be used for scouting on the no-mans land or even fighting in tunnels beneath the battlefield (because of course the engineering regiments have sappers digging a tunnel to the enemy.)

 

Even the tank regiments can be fun although the game is really different in that case (there are already topics about the difficulties in making tank warfare work in Only war.)

 

The only ones that I would not like to play (and this is just me) are the scouts with Salamander's/Walkers, artiller or the one regiment type where every squad gets a Hellhound. I just think that the latter two in particular is too onesided for playing and if I was going to play scouts then they would be on foot most of the time rather than zooming around in vehicles. (Also I would make the recon team game to emulate the long range patrols of WW2 Finland just for the sake of coolness.)

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My favorite to run has been light infantry. I give them too many things to handle at once and make them sprint from end to end of a front line, north to south in a fortress and all over the battlefield until they're fatigued. All the while they have to reinforce the line against assaults, haul the wounded back to medical and reload/maintain the tanks, who get all the credit for victory.

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Heavy scout. All sentinels. Armoured recon. Ooorah!

 

We usually scout ahead of the main imperial force or do night time ambushes, several of us play demo experts, so we get out the sentinels, wire up strategic bridges and when the traitors come- Kaboom!

 

All tough this came about because we didn't all want to share a tank and the book that has the tauros in it wasn't printed yet.

Not that my group wants to have a tauros now anyways. multilaser/autocannon/lascannon ftw!

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Haven't gotten into a game myself (don't know of any group in town and the few forum games I've gotten into barely lasted beyond initial deployment) but really wanting to try out a Mechanised Infantry regiment.  Mainly because I started looking at some ARMA 2 videos for inspiration at how a large battle might play out and the first one I saw was a mechanised force out to rescue a pair of lost squads.

 

That and I like the idea of a little extra suppressive fire.

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