HotE Regiments and Standard Kit

By HappyDaze, in Only War

HotE has added some extra options that change how Standard Kit is determined, and some valid choices seem to conflict. Here are some of my questions:

1) Close-Quarters Battle is a Training Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. Vanguard is a Special Equipment Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. How do these mesh with Regimental Type options that also replace the Main Weapon and/or Flak Vest Helmet. For the most complex possible example, what would a unit of Mechanised Infantry trained in Close-Quarters Battle and equipped as a Vanguard use for a Main Weapon and wear for armour?

2) Mixed Regiments determine their starting kit as described in thse two sentences:

Each Component Regiment selects its own Standard Regimental Guardsman Kit, but all members of a Mixed Regiment are assignmed the Standard Regimental Kit of the Core Regiment instead of their regiment's normal Standard Regimental Guardsman Kit and have the same Favoured Weapons of the Core Regiment instead of their own. Component Regiments besides the Core Regiment do not contribute to the Standard Regimental Guardsmen Kit of the Mixed Regiment with their choice of Doctrines, selection of additional equipment, or by any other means.

Um, so what's the point of having the Component Regiment(s) select their own Kit if it never gets used? And since Doctrines are only supposed to apply to the part of the Regiment that takes them, you get weird things like the Core Regiment taking Cameleoline and everyone getting it. What gives here? Are the Mixed Regiment rules just screwy? Should you just let players make multiple regiments and then just mix the characters together without crossing the effects of regiments (that sure seems more balanced)?

I also notice that Vanguard gives a Chimera to the squad. Since it's a Special Equipment Doctrine, it can be taken with one of the Regiment Types that already provides a vehicle (Armour, Artillery, Mechanised Infantry, etc.) to provide multiple armoured vehicles to a squad.

And to make it even more broken, use a Mixed Regiment where the Core Regiment takes Vanguard - since everything in it applies to Regimental Kit, all of the Components gain all of the benefits without paying for it! Yeah, the Mixed Regiment rules are great… apesta

HappyDaze said:

HotE has added some extra options that change how Standard Kit is determined, and some valid choices seem to conflict. Here are some of my questions:

1) Close-Quarters Battle is a Training Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. Vanguard is a Special Equipment Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. How do these mesh with Regimental Type options that also replace the Main Weapon and/or Flak Vest Helmet. For the most complex possible example, what would a unit of Mechanised Infantry trained in Close-Quarters Battle and equipped as a Vanguard use for a Main Weapon and wear for armour?

2) Mixed Regiments determine their starting kit as described in thse two sentences:

Each Component Regiment selects its own Standard Regimental Guardsman Kit, but all members of a Mixed Regiment are assignmed the Standard Regimental Kit of the Core Regiment instead of their regiment's normal Standard Regimental Guardsman Kit and have the same Favoured Weapons of the Core Regiment instead of their own. Component Regiments besides the Core Regiment do not contribute to the Standard Regimental Guardsmen Kit of the Mixed Regiment with their choice of Doctrines, selection of additional equipment, or by any other means.

Um, so what's the point of having the Component Regiment(s) select their own Kit if it never gets used? And since Doctrines are only supposed to apply to the part of the Regiment that takes them, you get weird things like the Core Regiment taking Cameleoline and everyone getting it. What gives here? Are the Mixed Regiment rules just screwy? Should you just let players make multiple regiments and then just mix the characters together without crossing the effects of regiments (that sure seems more balanced)?

When the two units are first put together they each have thier own regimental kit. Lets say I have a Line Infantry regiment of 6 companies and and Armored Regiment of 4 companies.

Line Infantry (Core): M36 lasegun and 4 charge packs, one suit Imperial Guard Flack armor, 2 frag , and 2 krack gernades per player

Armored Regiment: 1 Leman Russ battle tank (per squad), and 1 anointed mainenece kit, lase pistol and 2 charge packs and flack vest per player.

To start with each regiment is equiped with its standard isue of gear. Someone in the Armored Regiment loses or damages a lase pistol and it needs to be replaced they are ishued a M36 lasegun instead of the pistol. They lose a Leman Russ battle tank and the crew just became an infantry Squad.

SMKeyes said:

HappyDaze said:

HotE has added some extra options that change how Standard Kit is determined, and some valid choices seem to conflict. Here are some of my questions:

1) Close-Quarters Battle is a Training Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. Vanguard is a Special Equipment Doctrine that replaces the Guardsmen's usual Main Weapon and Flak Vest/Helmet. How do these mesh with Regimental Type options that also replace the Main Weapon and/or Flak Vest Helmet. For the most complex possible example, what would a unit of Mechanised Infantry trained in Close-Quarters Battle and equipped as a Vanguard use for a Main Weapon and wear for armour?

2) Mixed Regiments determine their starting kit as described in thse two sentences:

Each Component Regiment selects its own Standard Regimental Guardsman Kit, but all members of a Mixed Regiment are assignmed the Standard Regimental Kit of the Core Regiment instead of their regiment's normal Standard Regimental Guardsman Kit and have the same Favoured Weapons of the Core Regiment instead of their own. Component Regiments besides the Core Regiment do not contribute to the Standard Regimental Guardsmen Kit of the Mixed Regiment with their choice of Doctrines, selection of additional equipment, or by any other means.

Um, so what's the point of having the Component Regiment(s) select their own Kit if it never gets used? And since Doctrines are only supposed to apply to the part of the Regiment that takes them, you get weird things like the Core Regiment taking Cameleoline and everyone getting it. What gives here? Are the Mixed Regiment rules just screwy? Should you just let players make multiple regiments and then just mix the characters together without crossing the effects of regiments (that sure seems more balanced)?

When the two units are first put together they each have thier own regimental kit. Lets say I have a Line Infantry regiment of 6 companies and and Armored Regiment of 4 companies.

Line Infantry (Core): M36 lasegun and 4 charge packs, one suit Imperial Guard Flack armor, 2 frag , and 2 krack gernades per player

Armored Regiment: 1 Leman Russ battle tank (per squad), and 1 anointed mainenece kit, lase pistol and 2 charge packs and flack vest per player.

To start with each regiment is equiped with its standard isue of gear. Someone in the Armored Regiment loses or damages a lase pistol and it needs to be replaced they are ishued a M36 lasegun instead of the pistol. They lose a Leman Russ battle tank and the crew just became an infantry Squad.

That's an interesting way of making it work even if it's not what the rules specify. However, let's alter your example a bit to stress test it. Make the Core Regiment Mechanised Infantry. At what point do the members of the former Armour Regiment get their Chimera? Also, what if the Infantry Regiment had Well-Provisioned, do those additions to the Kit carry over to the whole Mixed Regiment?

Far better I think to scrap the Mixed Regiment rules as they are written and just make up two or more regiments that work closely together regularly. This way you can have Armour and Artillery support for your Infantry - possibly down to the squad level with a single tank supported by a squad of infantry. Each is created and played by the regiment that is appropriate for them and all of this nonsense is avoided.

As each Leman Russ is a squad. If they lose a Leman Russ they now get a chimira as a replacement for the Leman Russ.

A full Leman Russ crew with spontoons is 6 Crew for the Chimera is 3. With 3 memebers to make a start on an infantry squad.

If the core regiment has well provisioned it applies to the whole regiment.

How about just combining the equipment and giving them the option to pick what they need for the mission based on the equipment they have.

I think that the current rules for Mixed Regiments only really work when all of the components are of the same basic type. Gaunt's Ghosts are an example as all three components are Guerilla and have selected Cameleoline. In fact, there's little differences between the three other than one Doctrine for the Verghastites and a different Drawback for the Belladon. OTOH, when entirely diffferent types of regiments are blended it becomes a messy headache. That might be fitting for the bureaucracy of the IG, but for players and GMs, it's just a messy headache (or a way to min-max).

I was under the impression that two regiments that are understrength are amalgamated into one. The one regiment with most of it's command structure intact would become the "core" unit that the Regimental kit becomes, I would imagine.

You would need to know original regimental kits for the survivor's gear and as that gear is lost or damaged it's replaced by the "new" regimental standard kit.

Besides there are lot of story hooks that could be used to spice up role-playing opportunities.