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		<title><![CDATA[Latest posts for the thread "Advice for an effective Imperial guard killteam?"]]></title>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ G'day fellow dakkanaughts, I'm interested in making a small killteam of imperial guard. Eventually I'd like to bump it up to 250-400 as an allied force to support my 3rd Company Salamanders army. I like the idea of a mixed mech/infantry guard but have never played <span class="glossaryitem" onmouseover='gp(69);'>IG</span> before and only battled them once or twice. I was thinking a veteran squad w 3 Nade launchers in a chimera but have no idea what works/doesnt work for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. Any help here would be greatly appreciated  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span> I'm thinking of naming them the 501st Nocturnian Phoenixes; any good?<br /> <br /> <br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sun, 30 Mar 2014 08:46:42]]> GMT</pubDate>
				<author><![CDATA[ Vulkanhestan97]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Nocturnian Phoenixes sounds pretty cool, are they drawn from the Salamanders' recruiting world?<br /> <br /> Meltaguns are generally better than grenade launchers, but in Kill Team that might be different. I know I enjoyed using the auxiliary grenade launchers on my Elysian Veterans before they lost that option, heh.<br /> <br /> A kill team built around a veteran squad is going to have limited points available for upgrades if you take a chimera as well, so you'll be relying on the tank to do a lot of the heavy lifting.]]></description>
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				<pubDate><![CDATA[Sun, 30 Mar 2014 10:32:09]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ yeah, a guard regiment that was recruited from the elite of the local PDF; thinking a dark red armour plating with grey fatigues.]]></description>
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				<pubDate><![CDATA[Sun, 30 Mar 2014 13:45:56]]> GMT</pubDate>
				<author><![CDATA[ Vulkanhestan97]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Guardsman Marbo is a steal in a kill team. He will force your opponent to disperse (or do like I did, eliminate the enemy with his demo charge) and then he can take them piecemeal.<br /> <br /> You can then have footslogging veterans for the rest of your points. <span class="glossaryitem" onmouseover='gp(380);'>GL</span> are very versatile, I still like the plasmagun for the high strength, but since this is kill team, don't spam necessarily. Have a sniper, a grenade launcher and a plasmagun.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh, and the carapace armour upgrade might be worth it in low points game like that. Individual survival for 3 extra points can be nice.<br /> <br /> Heck, I have a friend who keeps bunching his orks constantly, so flamers are a super weapon sometimes.]]></description>
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				<pubDate><![CDATA[Sun, 30 Mar 2014 18:05:27]]> GMT</pubDate>
				<author><![CDATA[ Mathieu Raymond]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Marbo is a good thing, but you also can take 6 RAtlings for the same price: less of a 'gimmic' than Marbo, but it is still 6 snipers with BS4 and stealth.]]></description>
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				<pubDate><![CDATA[Mon, 31 Mar 2014 23:35:34]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Jex]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Yeah, I'd consider doing that every other game not to fall in a rut. Although in a team game we had, for some reason the screamers all took down the ratlings first turn.]]></description>
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				<pubDate><![CDATA[Tue, 1 Apr 2014 02:19:06]]> GMT</pubDate>
				<author><![CDATA[ Mathieu Raymond]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ What do folks think about the sentries upgrade for a veteran squad?<br /> <br /> You get +1 cover and defensive grenades. If the enemy is within 8" you get a 5+ cover against shooting, and they no longer get +1 attack for charging. For my own games, I'm thinking the +2 cover bonus could be very powerful.]]></description>
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				<pubDate><![CDATA[Tue, 1 Apr 2014 02:24:05]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ I was thinking about this:<br /> <br /> Ratlings x4: 40 points.<br /> <br /> Veteran Squad: Carapace Armour, Sniper x 3, Heavy Bolter team. 110 pts<br /> <br /> Scout Sentinel w/lascannon 50 pts.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Apr 2014 02:26:37]]> GMT</pubDate>
				<author><![CDATA[ Mathieu Raymond]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Check out this <span class="glossaryitem" onmouseover='gp(69);'>IG</span> 250 point Kill Team troll list I just made up (playing a campaign with 250 point <span class="glossaryitem" onmouseover='gp(809);'>KT</span> missions):<br /> <br /> Sly Marbo (Feel no pain specialist)	<br /> 		<br /> Penal Legion (Custodian is the leader)	<br /> Legionaire (poisoned specialist)	<br /> Legionaire (Sniper specialist)	<br /> 		<br /> Sentinels (3 w multilaser)]]></description>
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				<pubDate><![CDATA[Tue, 1 Apr 2014 05:01:20]]> GMT</pubDate>
				<author><![CDATA[ TheSilo]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[  well been thinking of doing a kill team of..<br /> <br /> Stormtroopers (110)<br /> - Power Weapon<br /> - Grenade Launcher, Meltagun<br /> Taurox (45)<br /> - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannon, Smoke Launcher<br /> <br /> Tauros 45<br /> - Heavy Flamer, Smoke Launcher<br /> <br />  heavy infantry (for guard) with speed and both the Tauros and Taurox have ways to deal with terrain.<br />  ]]></description>
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				<pubDate><![CDATA[Fri, 4 Apr 2014 00:43:54]]> GMT</pubDate>
				<author><![CDATA[ brochtree]]></author>
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				<title>Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/19f13a9f90d547d32af3fc4bee436b60.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/587356/6683604.page"><b>TheSilo wrote:</b></a><br/>Check out this <span class="glossaryitem" onmouseover='gp(69);'>IG</span> 250 point Kill Team troll list I just made up (playing a campaign with 250 point <span class="glossaryitem" onmouseover='gp(809);'>KT</span> missions):<br /> <br /> Sly Marbo (Feel no pain specialist)	<br /> 		<br /> Penal Legion (Custodian is the leader)	<br /> Legionaire (poisoned specialist)	<br /> Legionaire (Sniper specialist)	<br /> 		<br /> Sentinels (3 w multilaser)</div></blockquote><br /> <br /> Three vehicles? Wow, and I thought just adding Marbo was rough...<br /> <br /> Although screamers will probably scrap the Sentinels very rapidly, the rest of the lists I've been up against won't like this. Sure, guard don't hit often, but in a skirmish game, any weapon that rolls three dice feels a bit <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Most armies still get their saves though, so there's always that... Wouldn't you rather bring it down to 2 Sentinels but have them sport heavier equipment? The autocannon takes care of everything but marines.]]></description>
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				<pubDate><![CDATA[Fri, 4 Apr 2014 00:53:35]]> GMT</pubDate>
				<author><![CDATA[ Mathieu Raymond]]></author>
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				<title>Re:Advice for an effective Imperial guard killteam?</title>
				<description><![CDATA[ Infantry Platoons with missile launchers and meltaguns are a good choice. Give the missile launchers master-crafted/twinlinked or ignores cover for sniping out the hard stuff and the meltaguns hide behind walls until the enemy get in range, at which point they obliterate them. <br /> <br /> Plasmas aren't reliable at BS3 and gets hot so don't bother.]]></description>
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				<pubDate><![CDATA[Sun, 6 Apr 2014 11:53:08]]> GMT</pubDate>
				<author><![CDATA[ Mr.Omega]]></author>
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