[X] Plan: Seven Pillars of Wisdom
-[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains.
-[X] [Origin] Tallarn. The swirling desert hides all, until it is too late. They emerge from the dust and strike, only to fade away just as quickly to ready again. Regimental Doctrine: Swift as the Wind.
[X] Plan: Fancy Warfare
-[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains.
-[X] [Origin] Scintilla. Discontent children of nobility, striking it out to find new purpose in life when the salons of their home are too much. Yet they annoyingly still find themselves surrounded by it when they gather. Regimental Doctrine: Heirloom Weapons.
[X] Plan: First Blood
-[X] [Type] Mixed. Scouts lead the way, followed by armor to engage in opponents. In their wake comes the infantry, ready to storm the remaining strongholds and clear what remains.
-[X] [Origin] Catachan. The deathworld of Catachan is a nightmarish place with a morbid mortality rate, both weak and strong alike perishing in the uncaring jungles. What survives then are those mad enough to declare the dangerous of the galaxy mundane compared to their home. Regimental Doctrine: Brutal Strength.
Ok, I have three different plans for what I think would be most interesting options. Mixed cause combined arms warfare is great, gives us lot of options to work with and is actually a rarity in the IG in regimental level. I'd like to see either Tallarn cause cool Arabic and WW2 Northern Africa campaign aesthetic and lot of tanks and artillery in desert warfare, Scintilla due to getting grisly warfare while being fabulous, and Catachans cause jungle warfare with army of rambos and tanks with flamethrowers. Lots of flamethrowers.