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Imperial Guard Who ordered you to die? Keep fighting!

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Old January 14th, 2008, 02:06   #21 (permalink)
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Originally Posted by yourtimehascome View Post
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
Yes, it is. That's why he said that it makes each guardsman cost 8pts, because normal guard squads have 10 models, so 20pts per squad equals 2pts per guardsman. But, considering how many squads you have in a normal Guard army, the points really add up.


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Old August 19th, 2008, 01:46   #22 (permalink)
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jaybird has got a couple and is starting to grow a thirdjaybird has got a couple and is starting to grow a thirdjaybird has got a couple and is starting to grow a third
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how about airborne guard? i've played them a bit, so i've got some experience regarding them, and if anyone else has advice for them, feel free to jump in.

airborne guard are a guard army that makes extensive use of doctrine: drop troops. you can drop your entire army, or have a support element on the ground. popular support elements include heavy weapons platoons with light infantry infiltrating in to clear landing zones for the airborne guardsmen, sentinels to provide quick mobile firepower as well as the improved comms upgrade, which lets you re-roll reserves rolls, and any tank, also with improved comms. trust me, even a few improved comms can save your ass. i prefer 1 improved comms system for every 500 points in a guard army.

since airborne guard will have very little chance to shoot heavy weapons, a doctrine you might want to take with airborne guard is jungle fighters, which gives your men heavy flamers. do keep in mind, though, that you lose light infantry infiltration on hwps (if you use them) as well as all lascannons. also, since airborne guard will have very little chance to shoot heavy weapons, special weapons are a must. look to hardened vets and command squads for this task. 3 hardened vet squads each with 3 plasma guns and a bolter on the sarge, as well as 3 commands with sharpshooters, 4 meltas, and bolter on the jo (this is the combination i play at 1k), will rip a very big hole through meq very fast. case in point: i was playing against a footslogging black templars army, with 2 20-man crusader squads. with the help of improved comms re-rolls, i managed to bring down all 3 vet squads and all 3 commands within 6" of one squad. one turn of rapid fire and 4 or 5 vets with scorched hands later, the 20-marine squad of doom was down to 5 marines. another source of special weapon power is in your special weapons squads, who can drop demo charges. those pie plates are excellent for clearing a safe area for whatever you have left to drop in next turn. guardsman squads are secondary. pack in as many as you can after you've got your special weapon spam, and give them all a special weapon that isn't a grenade launcher. the long range of the nades is useless at close quarters, where airborne guard will be, like it or not.
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Old August 19th, 2008, 08:22   #23 (permalink)
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Originally Posted by jaybird View Post
how about airborne guard? i've played them a bit, so i've got some experience regarding them, and if anyone else has advice for them, feel free to jump in.

airborne guard are a guard army that makes extensive use of doctrine: drop troops. you can drop your entire army, or have a support element on the ground. popular support elements include heavy weapons platoons with light infantry infiltrating in to clear landing zones for the airborne guardsmen, sentinels to provide quick mobile firepower as well as the improved comms upgrade, which lets you re-roll reserves rolls, and any tank, also with improved comms. trust me, even a few improved comms can save your ass. i prefer 1 improved comms system for every 500 points in a guard army.

since airborne guard will have very little chance to shoot heavy weapons, a doctrine you might want to take with airborne guard is jungle fighters, which gives your men heavy flamers. do keep in mind, though, that you lose light infantry infiltration on hwps (if you use them) as well as all lascannons. also, since airborne guard will have very little chance to shoot heavy weapons, special weapons are a must. look to hardened vets and command squads for this task. 3 hardened vet squads each with 3 plasma guns and a bolter on the sarge, as well as 3 commands with sharpshooters, 4 meltas, and bolter on the jo (this is the combination i play at 1k), will rip a very big hole through meq very fast. case in point: i was playing against a footslogging black templars army, with 2 20-man crusader squads. with the help of improved comms re-rolls, i managed to bring down all 3 vet squads and all 3 commands within 6" of one squad. one turn of rapid fire and 4 or 5 vets with scorched hands later, the 20-marine squad of doom was down to 5 marines. another source of special weapon power is in your special weapons squads, who can drop demo charges. those pie plates are excellent for clearing a safe area for whatever you have left to drop in next turn. guardsman squads are secondary. pack in as many as you can after you've got your special weapon spam, and give them all a special weapon that isn't a grenade launcher. the long range of the nades is useless at close quarters, where airborne guard will be, like it or not.
Ah, nice. I use an airborne guard army too. I like your idea, but I personally use heavy weapons. The way I see it, guard really aren't designed for mobile combat, as it exposes them to close quarters combat. What I do is give them Cameleoline, then drop them into thick terrain (buildings are optimal) where they can have best LOS to enemies. Then they dig in there and can really only be removed, due to cover, by an enemy assault or flame weapons.
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Old November 17th, 2008, 16:43   #24 (permalink)
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Default My legitimate strategy

i Will consider this tutorial, but i have had realy good luck with my monster cover save based army. even if it has more cover than the typical gears of war battlefield.
My army doctrines are Specail weps, techpriests, camoline, stormy squads, and light infantry.
my army consists of a junoir officer with power fist and bolt pistol, comand squad w/ medic vet, melta ,plasma guardsman.
my 2 troop choices are 2 squads with snipers, vox and 1 w/flamer 1w/grenader
tech priest with 2 tech servitors chimera with track guards hunter killer and stubber on top w/ hull heavy bolter. thats 9 shots all over s3
demolisher with side plasma canons, hull lascanon armored crew, track guards improved coms rough terrain mod and mine sweeper and a hunter killer missle 830 something points
Any suggestions? any one
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Old November 17th, 2008, 17:02   #25 (permalink)
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Default My legitimate strategy

i Will consider this tutorial, but i have had realy good luck with my monster cover save based army. even if it has more cover than the typical gears of war battlefield.
My army doctrines are Specail weps, techpriests, camoline, stormy squads, and light infantry.
my army consists of a junoir officer with power fist and bolt pistol, comand squad w/ medic vet, melta ,plasma guardsman.
my 2 troop choices are 2 squads with snipers, vox and 1 w/flamer 1w/grenader
tech priest with 2 tech servitors chimera with track guards hunter killer and stubber on top w/ hull heavy bolter. thats 9 shots all over s3
demolisher with side plasma canons, hull lascanon armored crew, track guards improved coms rough terrain mod and mine sweeper and a hunter killer missle 830 something points
Any suggestions? any one
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