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Imperial Guard Who ordered you to die? Keep fighting!

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Old November 15th, 2006, 02:23   #11 (permalink)
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Better yet, if anybody would be able to dig up the old strategy thread that'd be nice. PM me the link, and I'll boil it down.
The old what? We had a stratedgy thread?


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Old November 15th, 2006, 15:09   #12 (permalink)
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The old what? We had a stratedgy thread?
It must have been removed before I became a member because I do not remember a strategy forum at all.
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Old December 13th, 2006, 03:15   #13 (permalink)
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So any further comments?
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Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)

Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
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Old December 13th, 2006, 03:26   #14 (permalink)
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I'd throw in Break 'n' Shoot for good measure. It's good way to deal with enemy assaults whether you were planning to counter charge them or just shoot them.

Also, did you mention anything about Fire Discipline?
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Old December 13th, 2006, 03:35   #15 (permalink)
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In some other thread I explained how the Imperial Guard structure worked. I know there will be some people in the future that wont understand the unique structure of IG and I didnt know where to put this so I might as well stick it here.

The way an Imperial Guard army works is just like todays modern armies work. You have your General(you) that commands the army. You have your field officer(hq) that is on the ground to take your orders and see they are properly applied to the battle at hand. You have your platoon commanders (command squads) that take the HQ's commands exicute them the best way they can. Then finally you have your fire teams (troop squads) that make up a platoon.

For HQ, HQ squad is required BUT that is not what you are only limited to. In your codex everything after the bolded HQ title and right before the bolded ELITE title, you are allowed to include with your HQ squad. On top of that they DO NOT have to deploy in the same spot as the HQ so that means you can put them exactly where you want them.

For a troop choice you need between 2 to 5 10 man squads + a command squad. So this means you can have anywhere between 25 to 55 troops making up 1 troop slot. Each squad is allowed certain upgrades that are covered in your codex.
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Old May 15th, 2007, 04:14   #16 (permalink)
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If you have question PM them to me. If they address an important issue I can add it to the tutorial, and answer some other person's question as well. Don't worry I don't bite.

@storm lord: Does that answer your question (right after "In short create.....")
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Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)

Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
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Old November 2nd, 2007, 05:56   #17 (permalink)
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Bowling hopefully will help

i'm just starting guardsmen and i think this helped me a fair bit, however i think i'm a bit left at a loose end at unit effectiveness from this thread. a friend of mine plays guard so i have a rough idea about how this stuff works.

what i'm getting at is a list of guard units but restructured in that they are under headings that don't go like

HQ
Elites
Troops
Fast Attack
Heavy Support

this is not help full. it tells you what each section is and how it can be used via the force organization chart. i personally find it annoying and confusing

something that goes more along the lines like below is the unit break-down that i find have always helped me the most

Infantry - foot sloggers
Static
-heavy weapons platoon
Mobile
-veterans
Hybrid
-infantry platoon

Mounted - anything that doesn't fit in foot sloggers i.e mounted & mechanized
Static
-basilisk
Mobile
-rough riders
Hybrid
-Leman Rruss??

that's just something i would find just too easy to follow the unit break-down easily and effectively. i have no idea as to how the units i chose in this example really work as i have never fielded them and only ever shot at them. shot repeatedly at that, had a Leman Russ survive 2 turns of 7 Rockets from 2 devastator squads (AV14 i know, but 14 rockets and NOTHING!!!! NOT EVEN A WEAPON DESTROYED;?)

but it does help me to realise that the guard are all about numbers. I'm planning to go for an apocalypse army with 2 troop box sets, 1 sentinel set and one full contingent of bassies nine pie's dropping on the field woo hoo
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Old November 11th, 2007, 18:26   #18 (permalink)
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Alright guys... sorry I haven't been on in a while, two jobs and college will do that to you.

As far as unit effectivness ideas, I refrained from putting too many up there because you will use those instead of making your own. But there are certain combinations that work better. Come up with your own. If you want a general piece of advice... Use the main ideas of one of the WWII armies. I would focus on American, German, or Russian. It wouldn't be that hard to do British, French (don't need an army) Aussie or Japanese.
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Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)

Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
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Old December 21st, 2007, 13:50   #19 (permalink)
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I just thought I'd throw in my 2 cents on the point you made about taking Carapace Armour. In my opinion, the upgrade is more useful than it seems, when you consider that almost all armies' main small arms weapons are AP5. Shuriken catapults/pistols, bolters/bolt pistols, pulse rifles/carbines, fleshborers/spinefists, splinter rifles/pistols, and many others. And these are the weapons that will be used most against your poor guardsmen, so, by taking Carapace Armour, you essentially reduce the amount of casualties a unit takes from AP5 weapons by 1/2 on average. Just something to consider.
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Old January 14th, 2008, 01:36   #20 (permalink)
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Dear All Concerned,

Just reading through this and inthe first post:

Isnt Carapace (Spelling) 20 pts. per UNIT, not per soldier? Thats what it says in the codex....


Hope this helped!

-ythc
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