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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ hey guys im new to this forum and first off all i want to say hello. i played warhammer for a couple years when i was around 13. i took a long 3 year break from it and just resently got back into <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. i am loving everybit of it. i go to a local warhammer shop every weekend and play. i have a imperial gaurd army now and i have around 1800 points. give or take a bit. i usually play my buddy who has space marines. he has about 3500 points and has played for years. hes the one i played with years ago. but anyways onto topic, i have play about 10 games with him now and he has either beaten me or it has been a draw everytime. we have a 6x4 table with random riuns and terrain all over it. the this is is that he always wants to play across the board. this gives him a huge addvantage because he can get to me tanks really fast. he uses lots of terrmanators and deap strikes all of them. he also uses 2 dreadnots, and 2 attack bike, the rest isnt a problem. he has been reading the codex for my army cuase he downloaded it on his computer. so he knows all my weekpoints. everything i do he always has some counter for it. i can never catch him off gaurd. i will now write down everything i have.<br /> <br /> 40 shock troops. each squad has 1 grenade launcher and one flamer. <br /> 2 comand squads. on with a  melta gun and the other has a heavy flamer. <br /> 5 ratlings<br /> 2 sentinal. one heavy flamer and on plasma cannon. i kinda want to switch out the flamer though<br /> 1 hellound(thinking of changing to devil dog)<br /> 2 lemun russ. first: execusioner with plasma side sponsons and lasconnon front. second: puisher with flamer side sponsons and a heavy bolter front,<br /> 1 basalisk (just ordered)<br /> 10 storm trooper karskins (just ordered)<br /> a heavy weapens squad. motar, lascannon, and a auto cannon (one more just ordered)<br /> commisar yarrick.<br /> 2 commisars. one power first<br /> <br /> i think thats about all i got. i want somthing that will kill his terrmys FAST. thats the biggest reason he gets me. also he has endless amounts of stuff. so he can switch it between games and tinker with his army. i can only put everything on. we want to play big games not 1000 point games by the way. im just wondering what i should change and what i shoud to so i can beat him. i have read quite a bit of helpfull info on here and i think i will purchase on or two chimaras.<br /> <br /> thanks you for any help and tips you give me<br /> Dyan   <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 19:11:04]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Re:Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ I can help....<br /> <br /> Well, that leman russ executioner you have is going to be your lynchpin.  you will need to protect it from multi-meltas and close combat.  use other models to shield it from the close combat, and make sure you keep it far away from any of his multi-meltas...<br /> <br /> I would recommend changing the hellhound into a banewolf with a heavy flamer on the hull.  Keep it in reserve, and when he has finally gotten close to you with his marines, you can jump out and fry him.<br /> <br /> You need to acquire more special weapons.  Those command squads need 4x of each weapon.  beg borrow and steal more to get the max amount available.<br /> <br /> Your heavy weapons squad needs to be three of one gun.  not three different ones.  My favorite is autocannon, lascannon is also good.<br /> <br /> your power sword commissar can join a large group of shock troops.  i suggest acquiring 20 more when you have the funds.  that way you can run two platoons each with three infantry squads.  Combine the infantry squads to make units of 30, and buy one commissar for each platoon.  This way you have a very hard to kill troop unit.  the second commissar with a power fist you may want to trade for another commissar with power weapon, since the troop choice commissars can't have power fists.<br /> <br /> At some point you would be wise to acquire some chimeras, they are very good.<br /> <br /> Try something like this.<br /> <br /> company command squad with vox and 3 meltas in a chimera<br /> <br /> platoon command squad with vox and 3 flamers in a chimera<br /> infantry squad with grenade launcher vox and commissar<br /> infantry squad with grenade launcher<br /> infantry squad with grenade launcher<br /> <br /> platoon command squad with vox and 3 flamers in a chimera<br /> infantry squad with grenade launcher vox and commissar<br /> infantry squad with grenade launcher<br /> infantry squad with grenade launcher<br /> heavy weapon squad with 3 autocannons<br /> <br /> devildog<br /> <br /> basilisk<br /> <br /> leman russ executioner with plasma sponsons<br /> <br /> <br /> that is around 1500 points and it all makes sense... I didn't just give you an unbeatable list... just something for you to screw around with, while you make some more acquisitions.<br /> <br /> For the above list you'll want 3 chimeras and 2 more boxes of infantry]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 19:39:16]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Hello friend. I have been playing <span class="glossaryitem" onmouseover='gp(69);'>IG</span> for about a year now and I have neverpersonally played against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>. None of my friends play them so I have no experience playing against them. I can however give some basic tips that I know work for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. <br /> <br /> 1. Always utilise your commands. That is what makes <span class="glossaryitem" onmouseover='gp(69);'>IG</span> even playable with their lack of firepower. I would definitely recommend paying the points for Creed. His 4 commands per turn and 24" radius is wonderful, plus he has two of his own commands he can give. The commands will save you in a pinch, and allow your groups to do more damage than without.<br /> <br /> 2. Utilize what <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is made for. <span class="glossaryitem" onmouseover='gp(69);'>IG</span> is made to win wars of attrition. What that means is those of us that play <span class="glossaryitem" onmouseover='gp(69);'>IG</span> are able to put more manpower on the board than the enemy is able to kill. This can be used effectively in several ways. If your enemy is using a lot of close combat units, then throw your unit of 20 guardsmen into close combat with them. Do your guardsmen stand a chance? No, but they do tie up a unit for a few turns. Ex: I play mainly against Nids. My wife decided to deepstrike her broodlord and 10 genestealers next to my command squad. Instead of trying to run, I threw my closest unit of guardsmen into the nids. Kept them busy for 3 gameturns cause she couldn't get her rolls. Ended up killing 7 of them too. Did I win? No. But I certaintly made it harder for her. Also, if your tanks are having a hard time with units assaulting them, then use your guardsmen as a meat shield for your vehicle. This is a great tactic when you can creat a wall of bodies protecting your much more valuable vehicle.<br /> <br /> 3. Pick your targets. Decide when setting up what you need to be rid of and go after it. <span class="glossaryitem" onmouseover='gp(69);'>IG</span> has this beautiful ability to wipe out almost anything on the board just by shere firepower. If every unit in your army was focused on one or two units, those would be dead by the end of the game. Pick your targets and stick to em.<br /> <br /> 4. Tactics. <span class="glossaryitem" onmouseover='gp(69);'>IG</span> requires you to think several steps ahead. This is difficult for a lot of people but with enough experience you can get it down. Try to read your opponents moves and guess what his plan is. This allows us to be a step ahead, and allows orders to be given in advance. <br /> <br /> 5. Vehicles. The vehicles are the main weapon of <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. Pay the points necessary to make them good. Buy the good guns for them, pay to make them closed topped, etc. Also, take advantage of the things that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has provided to make vehicles almost invincible. Leman russ tanks with camo netting, giving them stealth. Smoke launchers on everything. These will help you more than you can imagine in a pinch. <br /> <br /> 6. Commisars. I would ditch em. I haven't had one do anything in my army since I got them. I play three, and none of em have done anything. <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> 7. Guardsmen. I would recommend taking away the fancy guns on the guardsmen and go with just the lasgun. I know it is weak and whatnot but the lasguns do more damage than you think. If you take advantage of the "1st rank fire, 2nd rank fire!!" command, than you get up to 3 shots per lasgun. A standard unit has 19 lasguns in it. (20-seargeant=19) What is 19X3? That is 57 lasgun shots. I don't care how weak those are, you are going to get 15 wounds out of that at least. <br /> <br /> Ok. Now for some specific strategerie concerning <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. Keep in mind that this is just how I play and not a definitive collection of how <span class="glossaryitem" onmouseover='gp(69);'>IG</span> should be played. <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. I know someone will think differently. <br /> <br /> Suicide squads. I play a special weapons squad armed with melta guns. I put mine in a valkyrie, but I have seen many armies that do this in a Chimera. These guys are essentially a one shot death machine for those hard to kill opponents. They have never survived a game, but have definitely payed their price in blood. Ex1: Playing against nids. Valkyrie has scout. Moves 24 inches before game starts. First turn moves 6 combat speed. Drops suicide squad. They shoot at hive tyrant with guard. Kill both. Next turn, hop on valkyrie, then run over and kill the Fex turn after that. 6 soldiers wasting 2 very hard to kill beasts. That is awesome. <br /> <br /> Basilisk. This is a very useful tool if you know how to use it. Take advantage of the fact that you don't have to have line of sight. Are you going to miss? Yes but keep raining death and something will hit.<br /> <br /> Ogryns and Ratlings. These two squads are awesome. I have gotten more done with these two than any other squad I have. There is nothing better than picking away enemies with sniper rifles and blowing away baddies with 3 attack shotguns. The ogryns have 3 wounds each, which makes them very hard to kill.<br /> <br /> Marbo. A lot of people do not condone using Marbo because he is "still just a guardsmen" That may be true but the ability to come onto the board anywhere has its unsung advantages. Capturing table quarters, attacking an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, stalling a unit. Mine has single handedly taken down a sniperfex before, on the account he has hit and run, she couldn't get the wounds.<br /> <br /> Heavy Weapon Squads. Use them! They are what pack the punch for your army in infantry form. Each gets 2 wounds per base which makes them harder to kill. Lascannons are your friend, so are mortars. These two are all I run, but I would assume that heavy bolters and auto cannons are not bad either.<br /> <br /> I hope that some of this has helped. If you have any questions just ask. Keep fighting and try to learn what works and what doesn't. I could go on all day but these seemed to be the main things I would tell. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 19:47:17]]> GMT</pubDate>
				<author><![CDATA[ poetofsilence]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ thanks for the quick reply's guys. i will take these into consideration. i will defently change the heavy weapons squads to have all the same weapons. the chimeras are a great idea. i have also been looking at the vendetta. and i was reading about guys called mystics and i looked on the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> site and can find anything. people say they use them for deep strike counters.<br /> thanks again. and if you dont like queswtions just say<br /> dlyan]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 20:50:21]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ It's definitely all about protecting the tanks and arty if you have them, and <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>'s too.  Does he have alot of pieplates?  If not stay tight around the tanks and pick your targets.  Do not be afraid to let loose with battlecannons even when they are inches from your lines.  ]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 20:53:07]]> GMT</pubDate>
				<author><![CDATA[ murdog]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ no hes only got 2 missle launchers. one dread has an assualt cannon and one has a lasscannon the other one he hasnt desided yet. he also has a predator tank. he has assault terrmanators. also he hasnormal ones and i forget the name of the others. he has about 15 to 20 in total. when my basalisk comes in does it comes with wargear options ? like the madusa and collosos? if so which one do you recomend ?]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 22:33:37]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Never played guard or against guard, but I play <span class="glossaryitem" onmouseover='gp(119);'>SM</span> so maybe I can help.<br /> <br /> Terminators are not invincible, they may seem it but they're not. Yes, they're tough, with 2+ saves but as stated above, lasgun faces, no <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad will survive 57 shots.<br /> <br /> Dreads are intresting because they both shoot and assault effectively. My advice is to hit it with Las cannons, chances are you can beat it's range and dish out more of those AP1 hits. <br /> <br /> I don't own a pred so I can't help you there. If he's using all anti infantry weapons then use your Russ you'll have a bigger gun. If he's using the <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, use infantry.<br /> <br /> Dono what Basalisk can do, besides fire across the board and make big holes when it hits somthing.<br /> <br /> remember, special weapons are your friends, Meltas, <span class="glossaryitem" onmouseover='gp(329);'>PG</span>'s, and anything else with at least AP3, negate the saves on his tacs and most anything else.<br /> <br /> I wish you the best of luck sir. Hope you can score a victory.]]></description>
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				<pubDate><![CDATA[Tue, 1 Dec 2009 23:46:41]]> GMT</pubDate>
				<author><![CDATA[ Zarake]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ i will try all i can to beat him ! how do you guys like servitors ?  would they be good ? and how about the priests and named <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> guys ? ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 02:34:30]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Against Marines, you'll want Lots of <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3 Templates (I.E. Basilisks, etc.)<br /> <br /> Space Marines aren't fond of losing chunks of troops like Orks or Guard.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 02:38:34]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ so you think the basalisk is worth it playing on a 6x4 table ? or should i build the medusa or colosis ? ]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 16:12:52]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Inquisitor with Mystics allied in from the Daemonhunters codex.  This allows you to shoot at any deepstriking unit within <span class="glossaryitem" onmouseover='gp(4);'>4d6</span>" of the <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> and his unit with any unit within 6".<br /> <br /> If he's often deepstriking Termis, put the Inquisitor into a transport of some sort like a Chimera or Vendetta and park it near to your Executioner.<br /> <br /> When he deepstrikes on, you will get free shots at each and every unit that appears on the tabletop within your mystic bubble.  Because Deep Striking requires you to have the closest base to base orientation possible, multiple blast templates are absolutely vicious.<br /> <br /> This is a hard counter to his running a bunch of Termie spam.  Once you break him of this habit, he'll be forced to bring more balanced lists as opposed to the Rock that beats your Scissors 9/10 times.<br /> <br /> 3x Vendettas and 2-3x Leman Russ Demolishers is a potent backbone against any Marine list, especially one without much high strength long range shooting.  Flesh out your army with chimeras filled with men toting special and heavy weapons, and he'll have a hard time with you.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 17:53:41]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ If they're mostly deep strikers, I'm not certain artillery would be worth. I'd take a pair of Leman Russes (either standard or demolishers) and a Leman Russ Exectioner (With plasma sponsons on everything, unless you take demolishers since those should be moving) for AP3 or AP2 pieplates/blasts.<br /> <br /> About the Mystics, they let you take a shot at deep-striking troops as they appear, you canfind them in the Daemonhunters codex. For just 32 points you can get an Inquisitor + 2 mystics. But, a guardsman with a plasma gun and 4+ save is only 20 points from the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> codex as part of your Inquisitor's retinue, so I recommend you take a few of those as well, for the good value if nothing else. <br /> <br /> Again, marines hate high <span class="glossaryitem" onmouseover='gp(6);'>AP</span> blasts. Something you may want to do would be to build two squads of veterans (with your shock troops I'd imagine, maybe skip on infantry platoons) with chimeras (with heavy flamers). Give them each 3 meltaguns so they take out vehicles and buy them the demolitions doctrine so that they can lug an AP2 democharge at any nearby large marine squads. Guardsman Marbo will be nice for his demo charge as well.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 17:57:36]]> GMT</pubDate>
				<author><![CDATA[ makr]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ k the mystics sound sweet. but im imperial gaurd not demon hunter<br /> <br /> EDIT: what are the mystics ? elite or what ?  i looked on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s site but only found the inquistor]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 20:34:37]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Consider plasmagun MechVets. The ability to throw out three-six S7 AP2 shots at BS4 is made even better when they're in a Chimera. I've tried this out, and it's really good for dealing with <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads. You can zip around the field in Chimeras picking off stragglers.<br /> <br /> Then again, throwing a Demolisher at just about anything fixes any problems you might have.]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 22:22:43]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>defaultdylan wrote:</cite>k the mystics sound sweet. but im imperial gaurd not demon hunter<br /> <br /> EDIT: what are the mystics ? elite or what ?  i looked on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s site but only found the inquistor</div></blockquote>Mystics form a retinue for the Inquisitor.  You can pretty use any model that looks the part.    Don't worry about being an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player.  Daemonhunters can be allied into <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies (the rules are in the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> codex).]]></description>
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				<pubDate><![CDATA[Wed, 2 Dec 2009 22:46:47]]> GMT</pubDate>
				<author><![CDATA[ RustyKnight]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ so i just buy some one that looks like they "fit the part" and i can be allied to <span class="glossaryitem" onmouseover='gp(344);'>DM</span> ? can you recomend a guy that i should buy  ?]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2009 01:55:47]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ <blockquote><div><cite>defaultdylan wrote:</cite>so i just buy some one that looks like they "fit the part" and i can be allied to <span class="glossaryitem" onmouseover='gp(344);'>DM</span> ? can you recomend a guy that i should buy  ?</div></blockquote><br /> <br /> I believe the inquisitor comes in a blister pack. You could probably find a model made by reaper miniatures that would work.<br /> <br /> Also the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> inquisitor comes in a box set with retinue models.<br /> <br /> You could also use a space marine librarian in power armor with <span class="glossaryitem" onmouseover='gp(260);'>bp</span>/sword.]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2009 02:27:19]]> GMT</pubDate>
				<author><![CDATA[ imweasel]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ were could i print off the stats and rules for him  ?]]></description>
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				<pubDate><![CDATA[Thu, 3 Dec 2009 04:14:03]]> GMT</pubDate>
				<author><![CDATA[ defaultdylan]]></author>
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				<title>Re:Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Ah, i just recently played a game against marines! Just as a forward, i just began to switch my list into an all infantry list, but im still running tanks in the mean time; also i have Creed and Kell. Terminators seem scary, and they are, but not when a 30 man blob squad is in charging range and within order range of Creed. Just having one Commisar with a power sword/ fist in the squad works wonders. My commisar personally killed 3 Termies that were fresh out of a deep-strike. Battle cannons and Earthshakers will be your best friend as previously mentioned; try to guard them with a meaty wall of infantry. I might draw some flak for this, but stormtroopers are great against marines as well. Despite the St3 on the hot shot lasgun, the AP3 is what really makes them good against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>.]]></description>
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				<pubDate><![CDATA[Fri, 4 Dec 2009 03:56:22]]> GMT</pubDate>
				<author><![CDATA[ Kommandant56434]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ I've been playing <span class="glossaryitem" onmouseover='gp(69);'>IG</span> for about six years, I play more defensive than most.  Solution to terminators for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, ap2 IE exictioner wipes complete squads of terminator, but always is the enemys top target. Also terminators die from mass shots, some may disagree but I love to punished main cannon with two sponson heavy bolters, and a hull Monterey heavy bolter, a total of 29 S 5 shots .  But for the punished to be worth it you have to take Pask.   Try it works every time ,,,, but you have to protect your tanks....]]></description>
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				<pubDate><![CDATA[Wed, 7 Dec 2011 03:37:13]]> GMT</pubDate>
				<author><![CDATA[ el_oso_1st]]></author>
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				<title>Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ Against all marine armies, but especially ones with terminators, the key to victory is to ignore armor saves. The best way to do this is with power weapons and plasma guns, with perhaps some AP3 pie (only works against regular marines not in cover, though), and you should have it in the bag.<br /> <br /> Remember also that marines have few models, but can take lots of missile launchers and lascannons. This means that you shouldn't expect to win a long-range shootout where your firepower is concentrated in vehicles, at least, not if you have something even vaguely representing a balanced vehicle corps.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Dec 2011 05:22:18]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:Imperial Gaurd vs. Space Marines</title>
				<description><![CDATA[ <br /> Thread is being locked due to <a href="http://www.dakkadakka.com/dakkaforum/posts/list/205120.page#1010712" target="_new" rel="nofollow">thread necromancy</a>.  <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Dec 2011 08:12:52]]> GMT</pubDate>
				<author><![CDATA[ reds8n]]></author>
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