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		<title><![CDATA[Latest posts for the thread "Imperial guard the do's and don't of building an army."]]></title>
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				<title>Imperial guard the do's and don't of building an army.</title>
				<description><![CDATA[ So I'm building an guard army mainly focused on vehicles, artillery but I am taking a few guard squads/vets but Ive not built  a guard army before and the amount of weapon choices and equipment choices is quite frankly startling and I'm a little confused as such as to what to build exactly. I'm sitting here looking through the codex with a command squad and I need advice. What should I give this <span class="glossaryitem" onmouseover='gp(732);'>CS</span> exactly? I face mainly Space marines or hordes like nids. I could also use advice on the do's and don't of a guard army.]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 12:38:10]]> GMT</pubDate>
				<author><![CDATA[ AtomicEngineer]]></author>
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				<title>Imperial guard the do's and don't of building an army.</title>
				<description><![CDATA[ I tend to give my <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> a Regimental Standard.  And that's it.  Some argue that it's a waste of the BS4 on the veterans to not give them guns, I don't have to expose the squad to return fire to make optimal use of it so it can hide and issue orders.<br /> <br /> However, for a Mechanized Infantry list, the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> is of limited use since units in transports can't receive orders.  Instead, if you're planning on meching up all your Troops, go with something like a Lord Commissar with a pair of plasma pistols.  Then you can attach him to a Vet squad to keep him somewhat safe.<br /> <br /> When it comes to arming Veterans, there are two major schools of though.  One school is things like sniper rifles and grenade launchers.  This school eats a bag of dicks, because the other school is so much more awesome and useful.<br /> <br /> The 2nd school is to get every Veteran squad either 3 plasmaguns or 3 meltaguns. Don't both with Doctrines, or upgrades for the sergeants, or upgrades for their Chimeras.<br /> <br /> For Infantry platoons, if you're planning on putting them all in Chimeras, I'm a fan of the plasmagun and lascannnon. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 12:58:03]]> GMT</pubDate>
				<author><![CDATA[ DaddyWarcrimes]]></author>
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				<title>Imperial guard the do's and don't of building an army.</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> can compliment your melta/plasma vets quite well with either 4x plasma, 4x melta, or (to reduce the incentive for some armies to shoot them, and control hordes) 4x flamers.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 13:08:21]]> GMT</pubDate>
				<author><![CDATA[ UnadoptedPuppy]]></author>
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				<title>Imperial guard the do's and don't of building an army.</title>
				<description><![CDATA[ Except that with a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, you're paying for the ability to grant orders.  When your track gets blown up, your Warlord spills out on the board with 1 to 4 ablative wounds before he surrenders the point.  Taking a LordComm instead means your Warlord is buried in a much larger squad.]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 13:12:10]]> GMT</pubDate>
				<author><![CDATA[ DaddyWarcrimes]]></author>
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				<title>Imperial guard the do's and don't of building an army.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/537555/5807224.page"><b>DaddyWarcrimes wrote:</b></a><br/>Except that with a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, you're paying for the ability to grant orders.  When your track gets blown up, your Warlord spills out on the board with 1 to 4 ablative wounds before he surrenders the point.  Taking a LordComm instead means your Warlord is buried in a much larger squad.</div></blockquote><br /> Most mech players treat their <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>'s as special weapon squads that don't score and come with a couple of bonuses. Orders are a bonus, even for foot armies, not something you build your army around.<br /> <br /> Think of it as a special weapon squad that can occasionally tell survivors of a wrecked vehicle to stop panicking and you'll be much happier with them. They're also slightly cheaper than a maxed plasma vet squad when they have 4 plasmas.<br /> <br /> The only problem is that your warlord, the company commander, will make that squad an even bigger fire magnet than it already was.<br /> <br /> Might not be a bad idea to get a platoon to sit on a point and bubble wrap your support tanks/artillery. Then you can stick a Commissar Lord in the blob, and use the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> to give the blob orders. The lord will be a much more survivable warlord and the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> can still give orders and remain expendable.]]></description>
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				<pubDate><![CDATA[Wed, 3 Jul 2013 17:50:25]]> GMT</pubDate>
				<author><![CDATA[ MrMoustaffa]]></author>
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