40K: Thoughts on Honour Guard *SPOILERS*
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40K: Thoughts on Honour Guard *SPOILERS*
Since Dan Abnett is generally recognised as the master of 40K fiction, I bought 'The Saint' recently, which comprises Honour Guard through Sabbat Martyr of the Gaunt's Ghosts series. I finished HG this morning and wondered if anyone else has read it, and what they thought.
Personally, I like Abnett's style - it flows easily, and the amount of wounds and deaths makes you more concerned about character survival than in many titles I've read. He doesn't really write at the depths of grittiness in which a lot of 40K resides, but this is in a way appealing, if perhaps not wholly consistent (e.g. from my perception on 40K the entire Ghosts regiment and anyone who happened to be near them at the time would have been executed for disobeying orders etc). The characters are well realised, and dialogue is generally excellent.
My main gripe, therefore, lies largely with technical details and the actual premise of the entire book. The remnants of the Saint need to be evacuated from their shrine, which is way up in the mountains above the city and landing fields about 9 days away by ground vehicle. No problem, send in a couple Valkyrie's and you'll have them in a few hours.
Or not? Because apparently in the 41st millenium, no one is smart enough to realise this would be easier than sending a whole fething regiment there by convoy to retrieve them. In fact, the concept of 'air travel' is alien throughout the book. Neither side use any sort of aircraft when it would clearly have been advantageous to do so.
Also, the hyper-advanced technology of 'radio communication' is apparently utterly beyond the Imperium. Instead, they have voxes, which have a range of a couple miles it would seem, because the convoy was completely cut of from contact as soon as they left the city. Abnett also seems to have a non-com fetish - the regiment apparently has NO officers save for Major Rawne and Colonel Corbec - Sergeants do everything. Maybe this could be explained away as Regimental doctrine, but the IG CoC is pretty standardised for obvious reasons.
The Ghosts also seem to reproduce new front-line troopers spontaneously (rumours that the USMC do this regularly are unconfirmed). Starting strength of the Tanith First? Around 2000, maybe 2200 or so. End strength after losses of easily half their strength in several extremely bloody engagements? Around 2000.
Despite all this, I did enjoy the book. I wouldn't say it was good, as such, but it was still quite fun to read. With any luck the others in the series will have less stuff like this and maintain the textual quality.
Personally, I like Abnett's style - it flows easily, and the amount of wounds and deaths makes you more concerned about character survival than in many titles I've read. He doesn't really write at the depths of grittiness in which a lot of 40K resides, but this is in a way appealing, if perhaps not wholly consistent (e.g. from my perception on 40K the entire Ghosts regiment and anyone who happened to be near them at the time would have been executed for disobeying orders etc). The characters are well realised, and dialogue is generally excellent.
My main gripe, therefore, lies largely with technical details and the actual premise of the entire book. The remnants of the Saint need to be evacuated from their shrine, which is way up in the mountains above the city and landing fields about 9 days away by ground vehicle. No problem, send in a couple Valkyrie's and you'll have them in a few hours.
Or not? Because apparently in the 41st millenium, no one is smart enough to realise this would be easier than sending a whole fething regiment there by convoy to retrieve them. In fact, the concept of 'air travel' is alien throughout the book. Neither side use any sort of aircraft when it would clearly have been advantageous to do so.
Also, the hyper-advanced technology of 'radio communication' is apparently utterly beyond the Imperium. Instead, they have voxes, which have a range of a couple miles it would seem, because the convoy was completely cut of from contact as soon as they left the city. Abnett also seems to have a non-com fetish - the regiment apparently has NO officers save for Major Rawne and Colonel Corbec - Sergeants do everything. Maybe this could be explained away as Regimental doctrine, but the IG CoC is pretty standardised for obvious reasons.
The Ghosts also seem to reproduce new front-line troopers spontaneously (rumours that the USMC do this regularly are unconfirmed). Starting strength of the Tanith First? Around 2000, maybe 2200 or so. End strength after losses of easily half their strength in several extremely bloody engagements? Around 2000.
Despite all this, I did enjoy the book. I wouldn't say it was good, as such, but it was still quite fun to read. With any luck the others in the series will have less stuff like this and maintain the textual quality.
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Aircraft are under the purview of the Imperial Navy. The Guard are forbidden to operate them. This is normally not a problem, of course. Unless they're needed elsewhere or chaos happens to have bombed your airfields. I'd guess that would be what happened here. Same with the radios - remember, what you're accustomed to hearing about in terms of real first world military equipment, say in the United States' wars, is in situations where the enemy are no conventional match. Between jamming, unfavourable mountainous terrain, and the probability of someone shooting down the planet's sattellites, let alone more exotic or chaotic things, there are a host of reasons why the voxes may not be on top form.
In favourable conditions, they can call right up to orbit with the big backpack mounted vox repeaters - the implanted toys are much more limited of course - but the Guard isn't always able to count on favourable conditions. It's fairly plausible, between terrain, jamming, and infrastructure destruction, for radio range to be limited to whatever's in line of sight.
In favourable conditions, they can call right up to orbit with the big backpack mounted vox repeaters - the implanted toys are much more limited of course - but the Guard isn't always able to count on favourable conditions. It's fairly plausible, between terrain, jamming, and infrastructure destruction, for radio range to be limited to whatever's in line of sight.
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Incidentally, Double Eagle, by the same author, introduces the single example of Imperial fighter planes under the control of the Guard, rather than the Navy, the Phantine XX Regiment. It also features one of the Destroyer crewmen from Honour Guard.
Also, the Tanith I recruited rather heavily from Verghast, at the end of Necropolis.
I agree about the lack of officers, although that could be down to the unusual circumstances surrounding the regiment's founding. You'd think Gaunt would have dished out some field promotions, but they seem to be getting along with sergeants in command of entire platoons, so why fix it if it ain't broke?
Mind you, the Imperial Guard seems to be quite light on officers in general; Lieutenants in command of platoons, Captains in charge of companies, and a colonel in charge of the regiment (although the Codex allows you to be a little flexible on the subject of Company commanders). The Death Korps of Krieg have 12 officers and 75 NCOs amongst 740 men in a company.
Also, the Tanith I recruited rather heavily from Verghast, at the end of Necropolis.
I agree about the lack of officers, although that could be down to the unusual circumstances surrounding the regiment's founding. You'd think Gaunt would have dished out some field promotions, but they seem to be getting along with sergeants in command of entire platoons, so why fix it if it ain't broke?
Mind you, the Imperial Guard seems to be quite light on officers in general; Lieutenants in command of platoons, Captains in charge of companies, and a colonel in charge of the regiment (although the Codex allows you to be a little flexible on the subject of Company commanders). The Death Korps of Krieg have 12 officers and 75 NCOs amongst 740 men in a company.
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Re: 40K: Thoughts on Honour Guard *SPOILERS*
The problem with said grittiness is that while you can do it on a limited basis, it makes a very poor basis for an ongoing story. Dan Abnett does get a lot of dysfunction packed in there (indeed he seems to work with a lot of historical examples) but refrains from the kind of overarching pessimism which tends to ruin other works. After all, the Imperium can only be so fucked up if it's going to work for over ten millenia.Lazarus wrote:He doesn't really write at the depths of grittiness in which a lot of 40K resides, but this is in a way appealing, if perhaps not wholly consistent (e.g. from my perception on 40K the entire Ghosts regiment and anyone who happened to be near them at the time would have been executed for disobeying orders etc).
Aircraft are almost exclusively the province of the Imperial Navy. Consequently tactical aviation tends to very, very scarce. Drop and air cav regiments are extremely rare overall and tactical airlift assests nearly non-existent on a relative backwater. The action in Honour Guard takes place on world that's not especially strategically significant and has relatively few resources allocated. Hence why they abandon it in the first place.Lazarus wrote:The remnants of the Saint need to be evacuated from their shrine, which is way up in the mountains above the city and landing fields about 9 days away by ground vehicle. No problem, send in a couple Valkyrie's and you'll have them in a few hours.
And before you bitch about how the allocation of aircraft is unrealistic, look at the US Air Force and it's relationship to the other services. They constantly fight to cut close air support and other such direct support roles. Now imagine if there was no DOD and Congress to keep those impulses in check.
Which is not unrealistic when you're fighting an enemy that's technologically equal. The forces of Chaos can easily play games with the IG because they have all the tricks to do so. It's not at all unrealistic to suggest an equal opponent can play a lot of dirty trickAlso, the hyper-advanced technology of 'radio communication' is apparently utterly beyond the Imperium. Instead, they have voxes, which have a range of a couple miles it would seem, because the convoy was completely cut of from contact as soon as they left the city.
Again to give an example, look at the constant radio warfare games played between Nazi Germany and the Allies. They were actually quite sophisticated, often quite effective, and either way did have a major impact on their ability to use radio.
I would point out first and foremost that you're quite wrong. There is Guant, who is the Colonel of the regiment in that respect, Captain Daur who is another officer, and I want to say there is another Captain or two hanging around but I could be wrong. Either way the regiment has a fair sized group of actual officers plus a fair number of aide, adjuncts, and staff. It's not nearly as bare bones as you try to say.Abnett also seems to have a non-com fetish - the regiment apparently has NO officers save for Major Rawne and Colonel Corbec - Sergeants do everything. Maybe this could be explained away as Regimental doctrine, but the IG CoC is pretty standardised for obvious reasons.
Secondly, the Tanith is a light scout formation and so an extensive command structure is largely pointless when you've got mostly independent squads. That doctrinal set up is relevant because it means in some cases you'd otherwise be introducing needless officers. And Gaunt doesn't seem like the sort of guy to do that.
Lastly, the Tanith are a very, very small regiment. They're typically at 1,500 or less troopers. Compared to an average Guard outfit which comes to between 5,000 and 10,000 and you can see why they have so few "commissioned" officers. The small size means that having an elaborate organizational structure is unneeded.
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Without spoiling too much, I'd like to point out that Abnett seems to be conscious of the odd way he originally set up the Ghosts' command structure and took steps to rectify this in His Last Command, with the resulting incarnation of the Ghosts having a more sane organizational structure.
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Re: 40K: Thoughts on Honour Guard *SPOILERS*
Didn't they recieve a huge amount of recruits from Vervunhive in the last book?Lazarus wrote:The Ghosts also seem to reproduce new front-line troopers spontaneously (rumours that the USMC do this regularly are unconfirmed). Starting strength of the Tanith First? Around 2000, maybe 2200 or so. End strength after losses of easily half their strength in several extremely bloody engagements? Around 2000.
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When I hear people complain about Abnett's lack of "grittiness" I have to wonder what they are thinking of - more often than not it seems to refer to the whole "its not Dark/Gothy/Depressing/Angsty enough" type stuff that seems to over-characterize the 4th edition. As noted, you can't be PESSIMISTIC all the time. It was bad enough that it got shoved down a persons throat ALL the time in stuff like Vampire.
I've never had a problem with Abnett's "Grittiness" - the whole concept he deals with (war) is by itself fairly gritty/dramatic/nasty enough - he captures the essence of chaos enemies well I feel, and the sorts of things/atrocities they are capable of. On top of that, I also think that Abnett's portrayal of political backstabbing and infighting (IE Dravere) also tend to come in with the "grittinesS" bit. Other things like Lijah Cuu are VERY nasty and add to the whole "grittinesS" thing. Besides, if you read his other works (like Ravenor or Eisenhorn) his depictions of Imperial society don't seem to be THAT divergent.
What Abnett DOESN'T do (as alot of BL writers do) neccesarily fall into the trap of taking the current game stuff totally and absolutely at face value, nor does he adhere to the almost cariacture-like propaganda/exaggerations bandieda bout by the Imperium (IE the whole "always sacrficie/always suffering, total fanaticism/xenophobia/etc., nonsense.) which would essentially dehumanize any characters you write about (even Space Marines can only be given those virtues up to a point.) and as stormbringer said, ,too much of it can ruin the literature. It really limits your characters if you have to make them ALL "shoot the weak" commisars or "fearless, foaming at the mouth psychopath" space marines, or "fanatic bayonet charging" Guardsmen.
And if you're not familiar, 40K hasn't ALWAYS been that "dark/gritty" either - in the past they've always had more "positive" elements and even humorous ones (especailly in the very early editions.) These were editions where Commisars were not always the "shoot at the slightest bit of dissent" attitude (which is really just another exaggeration/caricature - if Commisars really did that for every little thing they'd wipe out a regiment in no time at all...) They were (like Gaunt or Cain) more inspirational/heroic figures as well as executioners.
Besides, if you're going to attack Abnett you should go after other writers too: Sandy Mitchell, Jonathan Green, ,Graham McNeill, etc to name a few.
I've never had a problem with Abnett's "Grittiness" - the whole concept he deals with (war) is by itself fairly gritty/dramatic/nasty enough - he captures the essence of chaos enemies well I feel, and the sorts of things/atrocities they are capable of. On top of that, I also think that Abnett's portrayal of political backstabbing and infighting (IE Dravere) also tend to come in with the "grittinesS" bit. Other things like Lijah Cuu are VERY nasty and add to the whole "grittinesS" thing. Besides, if you read his other works (like Ravenor or Eisenhorn) his depictions of Imperial society don't seem to be THAT divergent.
What Abnett DOESN'T do (as alot of BL writers do) neccesarily fall into the trap of taking the current game stuff totally and absolutely at face value, nor does he adhere to the almost cariacture-like propaganda/exaggerations bandieda bout by the Imperium (IE the whole "always sacrficie/always suffering, total fanaticism/xenophobia/etc., nonsense.) which would essentially dehumanize any characters you write about (even Space Marines can only be given those virtues up to a point.) and as stormbringer said, ,too much of it can ruin the literature. It really limits your characters if you have to make them ALL "shoot the weak" commisars or "fearless, foaming at the mouth psychopath" space marines, or "fanatic bayonet charging" Guardsmen.
And if you're not familiar, 40K hasn't ALWAYS been that "dark/gritty" either - in the past they've always had more "positive" elements and even humorous ones (especailly in the very early editions.) These were editions where Commisars were not always the "shoot at the slightest bit of dissent" attitude (which is really just another exaggeration/caricature - if Commisars really did that for every little thing they'd wipe out a regiment in no time at all...) They were (like Gaunt or Cain) more inspirational/heroic figures as well as executioners.
Besides, if you're going to attack Abnett you should go after other writers too: Sandy Mitchell, Jonathan Green, ,Graham McNeill, etc to name a few.
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Re: 40K: Thoughts on Honour Guard *SPOILERS*
Necron and Stormbringer touched on this, but I'll add a few extra points. In addition to being a backwater (the Ghosts frequently fight on a backwater) and the fact of Guard organization, there are other problems with what you claim:Lazarus wrote: My main gripe, therefore, lies largely with technical details and the actual premise of the entire book. The remnants of the Saint need to be evacuated from their shrine, which is way up in the mountains above the city and landing fields about 9 days away by ground vehicle. No problem, send in a couple Valkyrie's and you'll have them in a few hours.
- Transporting the entire force of Ghosts would take a LARGE number of Valkyries, nevermind the other forces and the PArdus. Shipping the shrine personnel out (and the items, many of which are fragile and doubtless need extra care) only complicates the matter. That sort of lift capacity would essentially require a dropship, and IIRC most of those were being used for other purposes (ferrying people up to the ships in orbit, namely.)
- Hark set up the mission primarily as a way to give Gaunt an "out" - a way to end his career on a good/honourable note, even though the commander in charge. So the way it was "set up" had more to do with giving Gaunt a "face-saving" mission than doing it efficiently/simply.
- You seem to be presuming that the succecss or failure of Gaunt's mission actually mattered, or that his mission was attached any great importance by the officers in command on the ground. Which, it wasn't. Gaunt was effetively disgraced, and even before the screwup in the city he wasn't favored by the ground commander (whatever his name was - he was an idiot and a Macaroth Lackey.) In fact, IIRC he was kinda meant to fail or screw up in some way, so again it was politics playing more of a role in the mission than actual efficiency or simpliicty.
- As noted, they were evacuating the planet. Most "air" assets were doubtless being used in other ways (like lifting troops up into orbit, ferrying them to evacuation points, etc.) I doubt the top brass, not being fond of Gaunt, would be inclined to lend him valuable equipment simply to preserve his own honur. And the "overland" route doubtless got him out of their hair for awhile.
- the fact Gaunt had a Hydra (or did he have more) with him in addition to the armour support tends to suggest that the enemy may have had aerial assets of his own, which again would mitigate their use in what is essentailly a "minor" task for the top brass.
Its not in other novels, ,both with the Ghosts and otherwise. In the Bleeding Chalice, there was a Guard infantry regiment that had Valkyries (a Hereticus detachment of Sororitas sisters requisitioned several of them.) In the Inquisition War there were Guard regiments who had airlift capacity for entire platoon/companies/regiments (I forget which) that could cover much of the planet easily (and it was a relative backwater.) Valkyries also featured rather prominently in later novels like His Last command. Ultimately, it depends entirely on the regiment, the location, and the situations at hand.Or not? Because apparently in the 41st millenium, no one is smart enough to realise this would be easier than sending a whole fething regiment there by convoy to retrieve them. In fact, the concept of 'air travel' is alien throughout the book. Neither side use any sort of aircraft when it would clearly have been advantageous to do so.
And, as I said before, there wer eother factors, see above.
Jamming has been mentioned by others (and it exists in the novels, they're mentioned various times and I'm pretty bloody sure my tech analyiss discussions have covered them. - comms aren't much good when your enemy can block transmissions.Also, the hyper-advanced technology of 'radio communication' is apparently utterly beyond the Imperium. Instead, they have voxes, which have a range of a couple miles it would seem, because the convoy was completely cut of from contact as soon as they left the city.
Other factors can influence things - enviroment, line of sight (the terrain they covered was rather hilly), and battlefield conditions (reference Fortis Binary in First and Only)
Furrthermore, comm bead ranges also differ dramatically. In His Last Command mentions a 10 km range, while the novel Rebel Winter featuring the Vostroyans (heavy infantry, basically) has a range of around 5 km tops. In Cave sof Ice the Valhallan comm beads worked through at least a kilometr (several km?) of ice. The Ghosts do have "longer ranged" sets (trooper Raglon is the commo officer, but the aforementioned variables can influencee or hamper range, especially jamming.)
Again this was already covered. The fact the Tanith are light infantry (as has been pointed out) will tend to limit the presence of "officers." - the Tanith tend to be rather highly flexible and independently minded in their tasks, unlike other regiments. In this respect they're much like the Catachans or Armageddon Ork hunters, who likewise are "light on officers" and tend to be alot more lax/flexible.Abnett also seems to have a non-com fetish - the regiment apparently has NO officers save for Major Rawne and Colonel Corbec - Sergeants do everything. Maybe this could be explained away as Regimental doctrine, but the IG CoC is pretty standardised for obvious reasons.
Heavier regiments (like the Jantine, Balurians, Volpone, Terrax Guard, ,and Vostroyans) tend to be different - they emphasize greater discipline and that also means more officers (but as also mentioend, they also tend to be larger.)
How recent? Regiments have many different means of replenishing their numbers, some are quite unorthodox. Some get recruits from their home worlds (Valhallans in the Cain novels), others may be "combined" from two smaller depleted regiments (again Cain novels), otehrs may recruit from where they are stationed or serve (as in Necropolis onwards.)The Ghosts also seem to reproduce new front-line troopers spontaneously (rumours that the USMC do this regularly are unconfirmed). Starting strength of the Tanith First? Around 2000, maybe 2200 or so. End strength after losses of easily half their strength in several extremely bloody engagements? Around 2000.
In the case of the Ghosts, they left Tanith with around 2500-3500 troops (as per Ghostmaker.) By the time they were at Verghast, they were around (roughly) 2000. By the time of Honour Guard he had about 2500 troops total, his numbers having been augmented by Verghastite recruits. I don't see the problem.
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Disregarding the Phantine for a second... not ALL aircraft are neccesarily under Navy. The Vultures and Valkyries IIRC are still Guard (they're basically helicopter analogues.)NecronLord wrote:Aircraft are under the purview of the Imperial Navy. The Guard are forbidden to operate them. This is normally not a problem, of course. Unless they're needed elsewhere or chaos happens to have bombed your airfields.
Anyhow, the Navy is not the only source for aircraft/fighters. Typically PDF unis will have some sort of air force, if not the local navy (I believe they're mtneiond in traitor's hand, as well as one of the Armageddon novels.)
In most cases you'll have either Navy or PDF forces (if not both) working alongside the Guard, so the "lack of air assets" is not usually a problem. And there are always the specialized regiments (Phantine, drop troops like the Elysiand and Harakoni, etc.)
I'm just reading Caves of Ice right now, I think Amberley says the caves only went down something like 3 km at the most, and Cain's comm bead fell out of contact with the main forces somewhere above that.
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Forgeworld's stuff says otherwise. Hence why they're on the navy page. I've not heard of that being contradicted elsewhere.Connor MacLeod wrote:Disregarding the Phantine for a second... not ALL aircraft are neccesarily under Navy. The Vultures and Valkyries IIRC are still Guard (they're basically helicopter analogues.)
That said, PDF can of course, have air units. Just like a planetary/system governor can operate his own fleet of space ships.
Also, assuming (as I've not read the book) the relics in question were of Saint Sabatt, then the high command might well assign a lot of importance to the mission. Macaroth, was after all, some kind of Sabatt fanatic.
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The Valkyries and Vultures are run by Navy personnel seconded to Guard service. They're pretty much at Guard disposal, to the extent that there are drop and air cav regiments, but they remain a Imperial Navy operation.Connor MacLeod wrote:Disregarding the Phantine for a second... not ALL aircraft are neccesarily under Navy. The Vultures and Valkyries IIRC are still Guard (they're basically helicopter analogues.)NecronLord wrote:Aircraft are under the purview of the Imperial Navy. The Guard are forbidden to operate them. This is normally not a problem, of course. Unless they're needed elsewhere or chaos happens to have bombed your airfields.
Anyhow, the Navy is not the only source for aircraft/fighters. Typically PDF unis will have some sort of air force, if not the local navy (I believe they're mtneiond in traitor's hand, as well as one of the Armageddon novels.)
In the same manner, the PDF air forces are theoretically under the Navy's purview, in the same manner that PDF's nominally fall under Guard authority. This is further backed up where an Imperial Navy staff takes over operations on Enothis in Double Eagle.
They didn't attach a lot of significance to the mission. As Connor said, it was largely a mission of minor importance given to Gaunt to let him save a bit of face.Also, assuming (as I've not read the book) the relics in question were of Saint Sabatt, then the high command might well assign a lot of importance to the mission. Macaroth, was after all, some kind of Sabatt fanatic.
And you're confusing Macaroth with his predecessor Slaydo. It was Slaydo that was so devoted to Saint Sabbat.
If you want an abundance of aircraft, try Tactica Imperialis.
General Carnhide was sent to liberate Lyubov with a force that was meant as a stop gap until an officer of more favour was available. Carnhide deployed 30,000 Imperial Fighters which were sent in on the first day, with an overall total of 63,000. Enemy fighters were estimated to be 140,000.
General Carnhide was sent to liberate Lyubov with a force that was meant as a stop gap until an officer of more favour was available. Carnhide deployed 30,000 Imperial Fighters which were sent in on the first day, with an overall total of 63,000. Enemy fighters were estimated to be 140,000.
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The point I was making was that ONE Valkyrie with a squad of guardsmen in could have done the job, there was no necessity for the Ghosts mission. I find it hard to believe that Lugo would actually send the entire regiment, plus valuable transport and armour resources (including the two best tank aces of the Pardus forces present) overland on a bloody 18-day round trip through jungles and mountains when the objective could have been achieved in a couple of hours with a dozen men and a Valkyrie. It's just daft.- Transporting the entire force of Ghosts would take a LARGE number of Valkyries
Point taken, but even with this the mission is pushing credibility a little too far.- Hark set up the mission primarily as a way to give Gaunt an "out" - a way to end his career on a good/honourable note, even though the commander in charge. So the way it was "set up" had more to do with giving Gaunt a "face-saving" mission than doing it efficiently/simply.
Hagia is not only the homeworld of the most holy figure in the entire Segmentum (with the probable exception of Macharius), it's also where her remains are. You seriously believe the Imperium wouldn't give a rats ass about that?You seem to be presuming that the succecss or failure of Gaunt's mission actually mattered, or that his mission was attached any great importance by the officers in command on the ground.
I accept that lack of air support on the Imperial side can be explained by hostility towards Gaunt, but what about Chaos forces? They could have assraped the convoy by air with little losses (4 Hydras isn't enough to secure an 80-vehicle-long convoy - you'd need your own air support. Which they don't have.), but didn't, despite significant deployment of ground resources (probably about 15-20,000 infantry total, hundreds of tanks, and it's not as if Chaos are churning out Baneblades two a penny).
Can line-of-sight comms be jammed? That'd have to be some pretty physics-defying jamming, since there was a fleet in orbit which could serve as a relay. Lack of orbital bombardment is also noted, but again this could be put down to Gaunt's disfavour.Jamming has been mentioned by others (and it exists in the novels, they're mentioned various times and I'm pretty bloody sure my tech analyiss discussions have covered them. - comms aren't much good when your enemy can block transmissions.
Officers point is taken, but I maintain that having only a Colonel-Commissar, a Colonel, a Major and a Captain (forgot about Daur, who wasn't even a Ghost until Vervunhive) in a regiment above Sergeant rank is daft. Officers are there for a reason, scouts or no.
Except that's at the beginning of Honour Guard. By the end the Ghosts should have around 1200-ish men total, the final battle especially should have cost many hundreds of men, especially given the lethality of 40K weapons.In the case of the Ghosts, they left Tanith with around 2500-3500 troops (as per Ghostmaker.) By the time they were at Verghast, they were around (roughly) 2000. By the time of Honour Guard he had about 2500 troops total, his numbers having been augmented by Verghastite recruits. I don't see the problem.
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How many Valkyries did they have? How many were needed to complete the evactuation? And how many would actually be needed to transport men, relics, and anything else they are going to retrieve?The point I was making was that ONE Valkyrie with a squad of guardsmen in could have done the job, there was no necessity for the Ghosts mission.
You repeatedly assume that a single Valkyrie can do the job but you're talking about nine days of fast road traffic. Even assuming they cover a hundred miles a day (which is insanely conservative) then they are still making a nine hundred mile round trip. For comparison, a UH-1 Huey has a range of 315 miles and a Blackhawk a bit better at 360 miles; those are probably the best analogues to the Valkyrie and Vultures. To suggest that a Valkyrie could cover that range, pick up a huge load of relics, and then make it back with ease is significantly overstating it. Range and payload are likely to be significant issues which make their performance in this rather dubious. They're light transports, not long distance cargo haulers, and you haven't really considered that they aren't as suited to such a mission as you assume.
Furthermore, you seem to assume that the relics were the A-Number One priority here and they weren't. The book flat out says that they're not and hammers that point home. The evacuation of the Imperial Guard on the planet was far more important to the high command and it's far more likely that any aircraft they had were committed to that portion of the operation.
The simple fact is that they did care. It just wasn't really a whole hell of a lot. The book explicitly says that they didn't care, in part because saints and shrines are a dime a dozen in the Imperium. Saving her homeworld at a cost of the Crusade, or even losing a bunch of valuable men trying to save relics, isn't going to happen with them.Hagia is not only the homeworld of the most holy figure in the entire Segmentum (with the probable exception of Macharius), it's also where her remains are. You seriously believe the Imperium wouldn't give a rats ass about that?
The Chaos forces are ad-hoc formation and so far as we know the warlord controlling Hagia doesn't have a powerful airforce. Furthermore, this is a minor clash really and they simply didn't commit their relatively rare air power lightly.I accept that lack of air support on the Imperial side can be explained by hostility towards Gaunt, but what about Chaos forces?
Line of sight doesn't suddenly make comms unjammable. And certainly doesn't when you're talking about some of the uber-tech and literal magic that Chaos can employ.Can line-of-sight comms be jammed? That'd have to be some pretty physics-defying jamming, since there was a fleet in orbit which could serve as a relay. Lack of orbital bombardment is also noted, but again this could be put down to Gaunt's disfavour.
They are light on "commissioned" officers. But in truth none of the Ghosts save Gaunt and Daur are formally trained officers. The rest of the bunch are elevated from non-coms or troopers. So the fact that sergeants are in command of units really doesn't mean that much. The Tanith are very much ad-hoc so I would imagine that a lot of their irregularities stem from the rather odd Founding they had.Officers point is taken, but I maintain that having only a Colonel-Commissar, a Colonel, a Major and a Captain (forgot about Daur, who wasn't even a Ghost until Vervunhive) in a regiment above Sergeant rank is daft. Officers are there for a reason, scouts or no.
Except that isn't the case. As potentially lethal as 40k weapons are, even the light body armor and protective gear of the Tanith are actually pretty effective.Except that's at the beginning of Honour Guard. By the end the Ghosts should have around 1200-ish men total, the final battle especially should have cost many hundreds of men, especially given the lethality of 40K weapons.
- Connor MacLeod
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Epic 40K had them listed under the Guard units, not navy. In the novels, the Valkyrie crews were either drawn from the regiment the Valkyries themselves were pulled from (Bleeding Chalice), had rank strructures from the Guard rather than the Navy (IE liek sergeants - His Last command) or wore Guard command uniforms rather than naval ones (IE the ACG In Conquest of Armgeddon.)NecronLord wrote: Forgeworld's stuff says otherwise. Hence why they're on the navy page. I've not heard of that being contradicted elsewhere.
And if you think about it, Valkyiries and Vultures are bloody helicopters, without a single bit of orbital capability. Why the hell would they require naval crews for vessels that can't even leave a planet without a capital ship to carry them? (Lightnings and shit at least CAN be designed for leaving a planet's surface, so a case can be made for them.)
Frankly this is another one of those little Forgeworld things I tend to take with a grain of salt (like a good deal of their "stats" which are arbitrary at best, or the "primitive Imperial Guard" image they seem intent on portraying.)
Yep. Even a small planet of 2 million had airlift capacity for its defense forces (ex Guardsman IIRC) in Chaos child. And thre were the ornithopters in Nightbringer and other novels.That said, PDF can of course, have air units. Just like a planetary/system governor can operate his own fleet of space ships.
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As mentioned - how do you know ONE Valkyrie woudl be enough to cart them off? There were a score or more of men in the temple. A single Valkyrie MIGHT carry them off, but what about all the artifacts and the devices to keep them secure? You think a corpse as old as Sabbat's would stay intact through a rough and bumpy airlift ride?Lazarus wrote: The point I was making was that ONE Valkyrie with a squad of guardsmen in could have done the job, there was no necessity for the Ghosts mission. I find it hard to believe that Lugo would actually send the entire regiment, plus valuable transport and armour resources (including the two best tank aces of the Pardus forces present) overland on a bloody 18-day round trip through jungles and mountains when the objective could have been achieved in a couple of hours with a dozen men and a Valkyrie. It's just daft.
And the range issue Stormbringer mentions is a good one. you recall the enemy actually held quite a bit of territry in between the Guard lines and the shrinehold? Where did you expect them to refuel?
And how vulernable IS one Valkyrie to attack by any sor tof anti-air defense (or even some guy with an anti-air missile.)
Er, how? Given the context of the situation and the book, I don't see anything that was credulous about the mission itself.Point taken, but even with this the mission is pushing credibility a little too far.
No, I'm saying that they don't attach nearly the level of importance you seem to think that they would to neccesistate diverting airlift resourcecs from the evacuation to this purpose, which is a matter of priorities.Hagia is not only the homeworld of the most holy figure in the entire Segmentum (with the probable exception of Macharius), it's also where her remains are. You seriously believe the Imperium wouldn't give a rats ass about that?
Moreover, we can turn your own logic back against you - if they DO consider the relics important, that merely attaches another set of reasons to the honor guard - security, as well as according the proper respect and honor to the artifacts and priests. And lets not forget politics. Your method would probably run rather contrary to the "all due respect" angle, if anything.
This is of course in addition to the whole political angle (Hark's intervention) and Lugo wanting to scapegoat Gaunt (having Gaunt fail to retrieve the relics would actaulyl benefit his cause.)
It takes special ground-attack craft to generally have a good dhance of attacking a large armoued column. Whereas a couple lightnings could handily take out your hypothetical airlift group. Not exactly comaprable examples, are they?I accept that lack of air support on the Imperial side can be explained by hostility towards Gaunt, but what about Chaos forces? They could have assraped the convoy by air with little losses (4 Hydras isn't enough to secure an 80-vehicle-long convoy - you'd need your own air support. Which they don't have.), but didn't, despite significant deployment of ground resources (probably about 15-20,000 infantry total, hundreds of tanks, and it's not as if Chaos are churning out Baneblades two a penny).
Furthermore, why would the "honour guard" Gaunt lead neccesariyl warrant the attention of any grround attack aircraft the Infardi might have? compared to the rest of the larger army currently in evacuation?
Besides, even if they DIDN'T have aircraft, an airlift group woudl still be vulnerable to anti-air weapons of many kinds (guns, lasers, missiles, man-portable or otherwise.)
..... ARe you serious? We can jam RADAR and radio waves, whcih are ALSO line of sight. You can even jam satellite signals. What teh bloody fuck made you think the concept was "physics defying" exactly? Have you never heard of "electronic warfare" or "electronci coutnermeasures?"Can line-of-sight comms be jammed? That'd have to be some pretty physics-defying jamming, since there was a fleet in orbit which could serve as a relay. Lack of orbital bombardment is also noted, but again this could be put down to Gaunt's disfavour.
To which again I will point out -Officers point is taken, but I maintain that having only a Colonel-Commissar, a Colonel, a Major and a Captain (forgot about Daur, who wasn't even a Ghost until Vervunhive) in a regiment above Sergeant rank is daft. Officers are there for a reason, scouts or no.
a - The Ghosts are light infantry, and a fairly independently-minded sort at that. An over-abundance of officers for what are rather small regiments (compared to groups like the Jantine or Volpone, which can number 10,000+) would actually be a detrimental thing, given their roles and duties.
This is hardly unprecedented in 40K. The Ghosts seem to behave alot like Junge fighter regiments like the Catachans and ARmageddon jungle fighters, both of which are highly independent groups who tend to frown greatly on the "officer class" as it were. (The Catachans tend to be pretty damn democratic in the running of their regiments - they don't have actual "officers" per se - they just have a guy who they all feel is the most capable to lead and follow out of respect. Its one of the reasons why they frag Commisars, ,in fact. Don't believe me? Read the novel "Death World" which deals with the Catachans.)
b - The front that the Ghosts participated in was rather well established to be "less important" than the main front Macaroth was personally leading. They ended up later on having a number of problems with lack of experienced personnel and officers and the like (including commisars.) Given the origins of the Tanith prior to the planet's destruction, its not really surprising. And, as I said, it's worked out before. Look at the Catachans, who make the Tanith look positively Mordian by comparison.
Actually the 2500 number or so comes from just after he sets out with the honour Guard, page 100, or about 1/3 of the way. The first "major" battle in the Doctrinopolis and the numbers/losses prior to that are therefore conjectural, since I can't find anything nor recall anything that gives hard numbers there.Except that's at the beginning of Honour Guard. By the end the Ghosts should have around 1200-ish men total, the final battle especially should have cost many hundreds of men, especially given the lethality of 40K weapons.
As for your claims about losses, I would like to see proof of that, because my notes give no indication as to how manyn losses they did take or "how bloody" it was. Gaunt could easily have taken "hundreds" of losses and still kept at 2000+.
Moreover, you seem to assume every hit is automatically fatal. Ghost's flak armour seems rather well designed at stopping hits (as per Straight Silver), and should be at least as capable at makign wounds "survivable" as it does in other books (ie the cain novels.) A ghost can take a hit and not neccesarily die, depending on where he/she is hit, and short of severe damage to brain or spine, augmentics should get anyone back on their feet without difficutly (Varl and Domor are prime examples.)
Edit: as a further note, the Ghost's methods and style of fighting emphasize long range marksmanship and concealment rather than more brutal close quarters fighting that other larger (and better armed/armoured) regiments might favor. In the past it has typically served the Ghosts well against even greater numbers of troops (Ghostmaker and First and Only are prime examples of where the Ghosts have taken on enemies who outnumbered them greatly and taking far fewer losses than they inflicted.)
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For those discussing the range of the Valkeyries using the map in the book, the shrine was just over 400km away (as the crow flies) from the Holy Doctrinopolis, though IIRC the doctinopolis isn't capable of acting as an airbase.
The shrine was also atop a mountain and subject to frequent snow storms, hardly ideal flying conditions.
The shrine was also atop a mountain and subject to frequent snow storms, hardly ideal flying conditions.
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- andrewgpaul
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Imperial Armour vol. 1 gives the range of a Valkyrie as 2,000km. On the other hand, the shrine is in the mountains; suitable landing spots might not exist, and the Ghosts aren't trained in airborne operations.
By the way, Connor, when you mentioned Valkyries in Epic 40,000, did you mean Epic: Armageddon? Those aircraft weren't in any previous editions of the game, IIRC.
By the way, Connor, when you mentioned Valkyries in Epic 40,000, did you mean Epic: Armageddon? Those aircraft weren't in any previous editions of the game, IIRC.
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