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  1. #1
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    expanding!

    : Hey guys! I've got a couple of questions considering my IG army.

    Currently, i have an infantry platoon consisting in 3 squads and a command section. I also have a armored fist squad and a demolisher tank. The only heavy weapons i've bought so far are a lascannon and an autocannon.

    How should i spend the rest of my money?


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    an LR and some chimeras, but I just like Ig armies with lots of tanks

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    The first thing you need is more infantry. You need one more platoon. You also need more heavy weapons. Maybe a couple more lascannons. You also have to buy a standard Leman Russ, because with the demolisher you haven't got the range. When this is done, you need some artillery. Decide if you wan't the basilisk or the griffon. I use the Basilisk myself. It works pretty well for me.

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    I've got 3 squads and an armoured fist allready. I'm thinking about maybe expanding with one or two infantry squads.

    Which hvy weapons should i pick? I was hinking that heavy bolters would do as anti-infantry while some of my squads in the rear are equipped with lascannons.

    I was thinking about giving plasmaguns to all the infantry squads in my army (exept for the armoured fist squad, which will have a flamer.) what do u think about this?

    I think that i'm gonna buy an Eversor assasin to deal with hth units. Perhaps i will make my command HQ REALLY hth orientated as well featuring 4 flamers, a tooled up colonel and a tooled up commisar.

    I'll get myself somre ratlings, for those pesky wraithlords. Besides, they can pinn down Orks and the like.

    Demolisher? low-ranged? Hah! i've got two plasmacannons and a lascannon on mine, so ill do some decent damage before the enemies get close!

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    First of all, for your haevy weapons, the main porpuse of these is to knock-out vehicles, your assault weapons should be used for anti-infantry.

    Giving your A.F.squads flamers is okay but, if you are going to use them to get very colse to the enemy, I would recommend a meltagun, because if your A.F.sqaud doesn't have the ability to knock out large opponents, your screwed.

    For your Eversor assaisin that's a good idea, but for your Command HQ, you really want them to have 4 FLAMERS??? That would mean you would have to get really close and let's face it, Imperial Gaurd suck at close combat peroid. Giving them 2 flamers is okay but at least get a plasma gun, grenade launcher or meltagun.

    Ratlings are okay.

    Your entire army cannot depend on 1 Demolisher, but if you are not going to take Commissar_Cragg's advice and get a Leman Russ at least get another demolisher.

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    You need more tanks. Why do you not wan't to use a standard Leman Russ? Personally I think it's great. On the demolisher you get better side and rear armour, plasma or melta side sponsons, but you still ain't got 72" with ordnance! And that rocks.

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    well, two blast plasma cannons aren't much weaker than a battle cannon, are they?

    about the HQ, issue, my idea is tom make it very HTH. I mean, A colonel with a power fist together with a power-fist equipped commisar can deal a lot of punishment, (even though they're not that tough). The flamers are very cheap in points and good for softing light armoured opponents up before u asault them.

    Why should i add a melta-gun to the AF squad? U have to stand still to use it! The AF is supposed to be a mobile unit!

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    You don't have to stand still to use a melta gun, it's an assult wpn
    Master Belial

    'But for corruption thou hast made Belial, an angel of hostility. All his dominions are in darkness, and his purpose is to bring about wickedness and guilt. All the spirits that are associated with him are but angels of destruction.

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    Expanding IG

    First off do you want quality or quanity? All my IG are Catachan Deathworld Vets. This gives them +1 to their WS and as long as they dont move they can see and shoot thru 12" of woods or jungle, they suffer no movement penalty when moving thru jungle/woods and have a 4+ save in jungle/woods. All this for +3 points per model.
    Also, the Catachan snipers may use Deathworld toxins which gives them a re-roll on failed "to wound" rolls.
    Get some some barrage weapons. Any weapon with a "Guess" range counts. If even one wound is suffered by the enemy, they have to make a pined test. And an enemy unit that cant do anything for one turn is a target.
    The Evesor is a great choice! I love this guy.
    Think about a unit of Ogryn. Expensive, but with three wounds each a good deal. Also, just seeing these guys turn up on the battlefield gives some commanders fits.
    As for tanks, go with the Vanquisher. An AT round at 72" str 9 AP 2 + the option of using the ordanance round. And any tank should have crew escape mechanisms.
    Demolisher is great for City Fights, which is what it was designed for, but a range of 24". I'll stand off with lascannons and take you out.
    Think about aircraft. Esapically if no else is using them. Normal flyer with twin linked lascannons + twin linked auto-cannons with long barrels. Everything with a range of 48", and the rules are really simple.

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    Re: Expanding IG

    A Vanguisher AT round is not S:9 AP:2, it's S:8 pluss 2D6 to strength when shooting against vehicles. You are not allowed to shoot at infantry with an AT round.

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