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Made in us
Heroic Senior Officer





Western Kentucky

Captain Brown wrote:
Leaving a unit in reserve all game without rolling or worse forgetting to deploy a unit. When you play Imperial Guard Infantry it happens once in a while.

CB

Guard infantry is one of those armies where you can say "whoah I had a unit there this whole time and forgot to use them" and no one would judge you.

Especially when I like to hide flamer PCS squads in ruins to deal with deepstriking units, sometimes I'll be packing up and find a squad of 5 guardsmen in a building that I completely forgot about

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Moving into Grav range while playing against a Scouting Gladius.

I was playing Eldar w/ Scatterbikes & 1 WK allied with a GK NFS with 2 DKs. Vangaurd deployment, Nightfight and I went first. I was over confident that I could pop at least half the Rhinos and kill the Marines inside, limiting the amount of Grav fire I'd get hit with. He had 6 units with Grav cannons and since he scouted to the center line of the board, he didn't need to move to fire.
I only killed 1 Rhino and put a hull point each on 2 others. On his turn, 2 Drop Pods came down behind me (risky for him, but it worked). He killed both DKs, 2 units of bikes and took half the wounds off my WK.
After a repeat of my turn 1 lack of success on turn 2, I conceded.

I never should have moved within 24" of any of the Rhinos, especially with the DKs even if it meant not getting any shots with them. Should have just sat back for a turn popping Rhinos and making him move and dealing with the Pods as they came.

-

This message was edited 1 time. Last update was at 2016/09/21 18:10:17


   
 
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