Imperial Guard Army Summary - Page 2 - Wargaming Forum and Wargamer Forums
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post #11 of 23 (permalink) Old 09-06-09, 05:56 PM Thread Starter
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post #12 of 23 (permalink) Old 09-15-09, 04:59 PM
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Awesome summary with a ton of great info and advice. Very helpful for understanding my IG opponents; and may even cause to switch to IG with DH allies. I never realized/noticed the astropath and his ability (go go deepstriking GK).

Thanks.
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post #13 of 23 (permalink) Old 09-23-09, 11:15 PM
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I was wondering if all of these units are in the codex, because I picked up a codex and it did not have the deathstrike for example, was I looking at an old codex or are those only forgeworld rules?

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post #14 of 23 (permalink) Old 09-23-09, 11:29 PM
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Just a note on Chenkov and the Conscripts:

Quote:
Originally Posted by TheBog
Conscripts- Cheaper than even your average guardsmen, you can buy these things in ridiculous numbers. Their downside is BS, WS, and LD below that of even your average guardsman. They're used to swarm smaller units and bog them down with bodies, holding them off. There are up to 50 wounds to cut through. This also means they're quite good at holding objectives. Having Chenkov join the PCS makes all your conscripts stubborn and gives them "without number".
They don't get Stubborn or Without Number. Stubborn is for any unit within 12" of the PCS, and I think Without Number is only once. Conscripts can come back an infinite amount of times (once per movement phase anyway) and this ability has to be purchased. It's very expensive, about the cost of 20 conscripts. It also has the Conscripts count as being annihilated, so is not a good idea in a VP game.



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post #15 of 23 (permalink) Old 10-19-09, 12:22 AM
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awesome article man! this is very helpful for me to understand what to use against certain things.
2 things though,
one, sqwerlpunk, where did you hear/see that the devil dogs 2d6 pen special thing is only within 12 inches? it doesn't say that in the IG codex.

and two, where did heresy get that FAK answer about the moO mortar scheme? has a gameswrkshop person actually said that it's illegal?
great article though, you are awesome bog!
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post #16 of 23 (permalink) Old 10-19-09, 03:25 AM
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... It has the Melta special rule. It's half range. Did you just skip that bit? Haha

They released an official FAQ as well, stating the MoO can't scatter from the Mortar.

Has the Infiltrate USR {NTGU}
>>Sqwerl's Tactical Squads<<

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post #17 of 23 (permalink) Old 12-04-09, 02:22 AM
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Should also remove the bit about cumulative Officer of the Fleet and Astropath, since that is no longer the case since the FAQ
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post #18 of 23 (permalink) Old 04-04-10, 01:01 AM
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This army description is amazing. It really helped me decide on whether I was going to changes armies. (And I did.)


Thanks So Much.

'Hit [the enemy] Hard, Hit [the enemy] Fast, And Leave None Alive to Tell the Tale!!'
-- 1st Scout Sergeant of the Guardian Angels

'The Angels of Death have come . . . Upon the Wings of Destruction and Slaughter . . . to claim the lives of all that stand between the Drop Zone and Inevitable Victory'
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post #19 of 23 (permalink) Old 08-22-10, 12:24 AM
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I love this thread now.

MAKE LOVE, NOT SPAM!
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post #20 of 23 (permalink) Old 03-06-11, 05:37 PM
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why are there 2 different exterminator explanations?

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