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The Marshes of the Western Continent

As I mentioned on the front page for the scenario, the Planet of Chameleon V is subject to some of the most diverse climate conditions in the galaxy. Faced with overwhelming odds as they were, the defenders decided to try to make the most of the planets natural assets - taking into their advantage the climate changes, and taking the battle to some of the most in-hospitable areas of the surface, in the hope to wittle down the enemies number by using the climate against them. This would mean they could often avoid having to engage in the kind of large-scale battles which were so often too costly to them.

One of the areas where they found that they could put this to its best use was amongst the Swamps and Marsh Lands on the Western Continent. The Defenders had little cover in these areas within which to shelter, and they would be out-numbered here as they were anywhere else where they fought, but they had two advantages over the green skinned hordes - specialist machines and knowledge of the area.

The area had been extensively used by the Imperial guard before the Horde had arrived as one of the best training posts for troops who were to be posted to terrains of this type. The extensive waterways and bogs, and the different types of marsh that were there had made it the perfect place. In some areas the marshes would change suddenly from being just a few centimeters deep to being a few hundred meters deep. When the area had first been used, it was not uncommon for some of the first training parties to loose men as they simply slipped into oblivion never to be seen again. To this end the whole area had been extensively mapped - and it was the guard of course who had these maps. Using their knowledge they managed on many occasions to force elements of the attacking forces to brave these hazardous areas, loosing troops and machines alike to the unknown depths below.

However, movement for the Imperials was just as hard even though they new what they were walking on. With the distinct lack of anti-grav units, the Mechanics were set the task of finding a way to get across the marshes, and enabling them to take what armour they had with them.

In time I plan to create a force to be known as the Chameleon Bog Men - a specialist unit of which there is only one in the entire univers. I plan to right rules for all levels of hovercraft (NOT to be mistaken for skimmers) from patrol to Heavy attack. These will be combined with the Elite Guard Frog-Men (hopefully with a decent name by then) And rules for sea-born landings which will be able to be used in any water-bound situation.

Can I just point out that these rules have been worked on on and off for ages and are prooving harder to get right than anything previously - bear with me and they shall come but I have no ideas as to when this shall be.

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