Post by mrman on Jul 8, 2009 20:30:13 GMT -5
Well, here goes nothing... my first attempt at creating some stories about my dudes.
The Serium 1st Regiment, “The Amalgamations”
Mixed Arms
-Overview-
They come from many planets. They have very little of a central culture. The only thing that makes any unit in the regiment, if it can be called that, similar is the fact that they have been fighting for nearly four years on the partially Agri- (some of it is still Feudal) World Serium, in the Ultima Segmentum. Serium has four continents, three far to the south, and one on the northern edge of the equator. Most of the planet is plains, but has forests near some of the more tropical regions. The planet was for a long time a moderately self-sufficient feudal world, which managed to stay under the Imperium’s radar for the longest time. In M40, the local office of the Administratum began seeing food shortages in the systems nearby, it began an overhaul of the planet in an attempt to make it into a suitable Agri-world. This project was abandoned halfway through, as resources were diverted to prepare for an oncoming Tau colonization force, intent on taking Serium. Guardsmen were gathered. Regiments were dropped onto the planet. Fifteen regiments in all, armoured, drop troops, light infantry, mechanized, auxiliaries, and rifle lines. Should the Imperial forces lose this planet, the Tau would have a nice staging area for their fleets. And then, the Imperium promptly forgot them. The Munitorium, with more pressing matters concerning the Tyranid Hive Fleets, simply ignored the increasingly dire calls for help from this world. It only got worse from there. The mysterious Eldar forces became more and more apparent upon the planet. The Tau armies were continually reinforced with more xenos and equipment. The number of unconfirmed reports of “feral” Tyranids continued to grow. Meanwhile, the regiments were slowly whittled down, until they were barely company strength. It was at this point the fresh Imperial Governor united the rotting remains of the regiments into one new whole: the Serium 1st.
-Culture-
As they stayed longer on the planet, the regiment begun to pick up the way of the natives. Serium, being a medieval world, had the stereotypical medieval cultural baggage you would expect. They were divided into five groups, in a small area, not forty kilometers wide, in the middle of the northern continent. Each was ruled by a patriarchal tribal leader, who got his power from his bloodline. Each ruler had his castle at the one of the only five small cities on the planet. The natives were always very superstitious, and with good reason. Dotting the surface here and there were giant obelisks of unknown origin. It was suggested that these were the reason that the people of Serium stayed in their tiny kingdoms, never venturing and settling farther out. For thousands of years, even after the arrival of the Imperium and the almost-change to an agri-world, the population of Serium has done the same thing over and over and over and over and over and over, as long as their parents did it. Every family has had a duty, be it hunting, growing, weaving, building, fighting, or ruling. No one has ever tried to “quit their job” voluntarily. Except for the seventh day, which local Ministorum officials dedicated to educating the populace of the Emperor, they wake at dawn, do their duty with little or no breaks, and sleep at midnight local time. Some of this culture has seeped into the Serium 1st due to the heavy conscription from the masses. These is the first time anyone has actively tried to get a large amount of the population to stop what they have done and take up a new career, or as the people of Serium see it, a new life. The Conscripts (and now, increasingly, Guardsmen) actively resent this, as it is a perversion of their natural duties.
-Tithe-
Due to never actually having much to tithe—the 52,000 estimated population being too small to recruit from without annihilating a large amount of the workforce and not completing the transformation to agri-world—Serium has never paid a tithe. The closest it has come is tribal leaders volunteering themselves and their population to be Conscripts in the Guard.
-Tactics-
Before they came, the variety of tactics from each regiment was dizzying. Now, with smaller numbers and a less capable mobility, there tactics often boil down to: hold the line. Be static. Fight until every last man is dead and each vehicle wrecked. Make sure they felt this battle and make it Pyrrhic for them. Then, move back into the plains/forests/village and do it again. Because this heavily relies on infantry being in one place for a long time, Heavy Weapons teams are invaluable. If the infantry can keep the enemy relatively close, artillery barrages become devastating. Because the vehicles continue to break down, many of these pieces are mounted in cities, where there long range means they can still help with the battle from afar. The Master of Ordinance is a must for every unit on the field. Though you can count the number of moving Basilisks on your fingers, they have turned the tide, for a brief time, of many battles. The remaining Leman Russes and Chimeras are shuttled to every battlefield, helping the infantry and transporting important veterans and commanders, respectively. When they do attempt an attack, it often begins with a massive artillery bombardment, followed by shouts of “Forward!” and “Over the top, lads!”. Many tactics they employ on the squad and tactical level are very ad-hoc.
-Equipment-
Aquila: White
Fatigues: Navy Blue
Armour: Most recently Gray
Weapon: Silver/Gray
Praise appreciated, constructive criticism even more so.
The Serium 1st Regiment, “The Amalgamations”
Mixed Arms
-Overview-
They come from many planets. They have very little of a central culture. The only thing that makes any unit in the regiment, if it can be called that, similar is the fact that they have been fighting for nearly four years on the partially Agri- (some of it is still Feudal) World Serium, in the Ultima Segmentum. Serium has four continents, three far to the south, and one on the northern edge of the equator. Most of the planet is plains, but has forests near some of the more tropical regions. The planet was for a long time a moderately self-sufficient feudal world, which managed to stay under the Imperium’s radar for the longest time. In M40, the local office of the Administratum began seeing food shortages in the systems nearby, it began an overhaul of the planet in an attempt to make it into a suitable Agri-world. This project was abandoned halfway through, as resources were diverted to prepare for an oncoming Tau colonization force, intent on taking Serium. Guardsmen were gathered. Regiments were dropped onto the planet. Fifteen regiments in all, armoured, drop troops, light infantry, mechanized, auxiliaries, and rifle lines. Should the Imperial forces lose this planet, the Tau would have a nice staging area for their fleets. And then, the Imperium promptly forgot them. The Munitorium, with more pressing matters concerning the Tyranid Hive Fleets, simply ignored the increasingly dire calls for help from this world. It only got worse from there. The mysterious Eldar forces became more and more apparent upon the planet. The Tau armies were continually reinforced with more xenos and equipment. The number of unconfirmed reports of “feral” Tyranids continued to grow. Meanwhile, the regiments were slowly whittled down, until they were barely company strength. It was at this point the fresh Imperial Governor united the rotting remains of the regiments into one new whole: the Serium 1st.
-Culture-
As they stayed longer on the planet, the regiment begun to pick up the way of the natives. Serium, being a medieval world, had the stereotypical medieval cultural baggage you would expect. They were divided into five groups, in a small area, not forty kilometers wide, in the middle of the northern continent. Each was ruled by a patriarchal tribal leader, who got his power from his bloodline. Each ruler had his castle at the one of the only five small cities on the planet. The natives were always very superstitious, and with good reason. Dotting the surface here and there were giant obelisks of unknown origin. It was suggested that these were the reason that the people of Serium stayed in their tiny kingdoms, never venturing and settling farther out. For thousands of years, even after the arrival of the Imperium and the almost-change to an agri-world, the population of Serium has done the same thing over and over and over and over and over and over, as long as their parents did it. Every family has had a duty, be it hunting, growing, weaving, building, fighting, or ruling. No one has ever tried to “quit their job” voluntarily. Except for the seventh day, which local Ministorum officials dedicated to educating the populace of the Emperor, they wake at dawn, do their duty with little or no breaks, and sleep at midnight local time. Some of this culture has seeped into the Serium 1st due to the heavy conscription from the masses. These is the first time anyone has actively tried to get a large amount of the population to stop what they have done and take up a new career, or as the people of Serium see it, a new life. The Conscripts (and now, increasingly, Guardsmen) actively resent this, as it is a perversion of their natural duties.
-Tithe-
Due to never actually having much to tithe—the 52,000 estimated population being too small to recruit from without annihilating a large amount of the workforce and not completing the transformation to agri-world—Serium has never paid a tithe. The closest it has come is tribal leaders volunteering themselves and their population to be Conscripts in the Guard.
-Tactics-
Before they came, the variety of tactics from each regiment was dizzying. Now, with smaller numbers and a less capable mobility, there tactics often boil down to: hold the line. Be static. Fight until every last man is dead and each vehicle wrecked. Make sure they felt this battle and make it Pyrrhic for them. Then, move back into the plains/forests/village and do it again. Because this heavily relies on infantry being in one place for a long time, Heavy Weapons teams are invaluable. If the infantry can keep the enemy relatively close, artillery barrages become devastating. Because the vehicles continue to break down, many of these pieces are mounted in cities, where there long range means they can still help with the battle from afar. The Master of Ordinance is a must for every unit on the field. Though you can count the number of moving Basilisks on your fingers, they have turned the tide, for a brief time, of many battles. The remaining Leman Russes and Chimeras are shuttled to every battlefield, helping the infantry and transporting important veterans and commanders, respectively. When they do attempt an attack, it often begins with a massive artillery bombardment, followed by shouts of “Forward!” and “Over the top, lads!”. Many tactics they employ on the squad and tactical level are very ad-hoc.
-Equipment-
Aquila: White
Fatigues: Navy Blue
Armour: Most recently Gray
Weapon: Silver/Gray
Praise appreciated, constructive criticism even more so.