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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ How effective are Imperial Guard lore wise? Do they get s*it done? Or do they just hold the line until their bigger, badder forces of the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> arrive? <br /> <br /> P.S. Does this included the Imperial Navy or are they a separate entity? ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 07:30:05]]> GMT</pubDate>
				<author><![CDATA[ Schadenfreudig]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Depends on the work. <br /> <br /> As far as xenos invasions/renegade planets go, they do most of the work. Sometimes the Astartes might come along to take out a high priority target in order to tip the balance.<br /> <br /> When it comes to Chaos invasions, on top of the Astartes when necessary, the Inquisition tends to show up in order to "help out" (see: burn everyone when the battle is over).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 08:22:20]]> GMT</pubDate>
				<author><![CDATA[ Blackhair Duckshape]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ There are no "bigger, badder" forces, the Imperial Guard IS exactly that. Sure, space marines are more badass, but there is only a small number of them, their job is surgical strikes and shock assaults. Navy is a separate entity, intentionally.<br /> <br /> As for getting gak done part, remember that Cadia broke before the Guard did.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 09:01:09]]> GMT</pubDate>
				<author><![CDATA[ kaszak]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ The Imperial Guard is a vast organisation and the effectiveness of regiments vary's wildly between the most elite like the Mordian Iron Guard to poorly trained and equipped PDF and penal legions and everything in between!<br /> <br /> In short though yes, they are an effective military force. The vast bulk of the fighting done to maintain and expand the Imperium over the last 10,000 years has been done by the Guard.<br /> They can take on even the most power enemies of man, such as the Choas Space Marines and the Necrons, mainly through their limitless manpower and heavy ordinance.<br /> <br /> There are loads of stories about them in Black Library, mainly because they are the most relatable characters in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. I suggest starting with the Gaunts Ghosts or any of the Imperial Guard Omnibuses if you like good stories, or the Siege of Vrakks Imperial Armour book if you prefer faux historical accounts.<br /> <br /> <br /> As to you other question, no the Imperial Navy and Imperial Guard are deliberately separate organisations with separate authority structures to avoid the disastrous effects of one man accruing too much power like the Primarch Horus did in the Horus Heresy.<br /> Some individuals like Lord Solar Macharius  and Slaydo have bent this rule most the time the two organisations just work closely together (although rivalries can endanger this co-operation).]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 10:54:21]]> GMT</pubDate>
				<author><![CDATA[ Kroem]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Indeed. 99.9% of soldiers are imperial guard, and normally its just them fighting and winning all the battles - planetary defence forces are tge local militia normally wainting for thehetter equipped guard to come rescue them.<br /> <br /> its just that the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> narrative inevitably focuses on the 0.1% of really, really big, lethal battles, because thats where marines, inquisitors and battle titans are to be seen.<br /> <br /> The guard are a professional military and are actually pretty damn well equipped when you look at it: lasguns have the punch of a modern rifle (autogun) but a rechargable 60-shot magazine (about twice what you'd get in a modern rifle). Flak armour has a non-trivial chance of stopping heavy stubber fire, which appears to be a modern GPMG/<span class="glossaryitem" onmouseover='gp(606);'>HMG</span>, and would go through contemporary armour like plywood.<br /> <br /> 99% of battles the guard will ever fight feature opponents along the lines of hormagaunts, ork boyz, chaos or genestealer cultists and other (renegade) guardsmen. Given that flak armour works against frag grenades, lasbolts, multilaser bursts, autogun, shotgun and shoota bullets, scything talons, choppas, heavy stubbers, hand flamers, dangerous terrain and exploding vehicles, its actually pretty well suited for the job the guard are supposed to do.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 16:00:20]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Most guardsmen will probably never see an xeno. Most of the time they fight fellow humans, of which it's extremely questionable of how many are actually followers of Chaos.<br /> <br /> After that it's orks.... probably followed by followers of Chaos, the nids, then everyone else. Necrons are potentially the least well known.<br /> <br /> People also forget that most planets in the imperium don't actually know about tyranids as their excursions have been small enough to be largely covered up in most of the imperium. Generally speaking only veterans of campaign against chaos or tyranids know of their true horror. Most normal humans who fight the forces of chaos for example will be mind wiped, forced into camps or killed to keep the secret.<br /> <br /> By comparison rebels and Ork xenos are fairly well known about. Eldar raids are common enough to be known about along major trade routes and humans in the area's around the Tau empire trade with them to have fairly good knowledge about their species.<br /> <br /> As such the vast majority of combat you see guardsmen undertake is against other humans. The variety of quality between both Imperial Guard regiments and PDF forces means it can be either a total mismatch or a fairly even fight, akin to modern combat situations, albeit with potentially even larger extremes (aka cultures without even blackpowder tech vs lasguns).<br /> <br /> Also some planets potentially have better weapons than the imperial guard. For example the lasgun is mostly used to it's ease of supply, which is needed when you have a military so large. Arguably the Autogun is more deadly, exchanged for larger supply lines due to ammunition and a slight decrease in reliability. You can also bet that there are going to be many native forces with weapons akin to what we have today that would fare quite well against Imperial Guard tactics.<br /> <br /> Also the claim the imperial guard are the best of a planets armed forces is questionable, as many planets keep their best soldiers (albeit illegally) for themselves.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(522);'>TLDR</span> version, around 99.99% of the fighting in the imperium is done by the imperial guard. The real world comparison of their actual fighting capability (and equipment weirdly enough) would range from anything from arming a medieval peasant with an assault rifle all the way up to modern special forces. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 17:09:40]]> GMT</pubDate>
				<author><![CDATA[ Baldeagle91]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ 99% of the time, all the work is done by the Imperial Guard. <br /> <br /> Of course it bears reminding that the Imperial Guard isn't just a bunch of dudes with lasguns. The Imperial Guard also means all of the tanks, artillery, and even their own special forces such as Storm Troopers. The Imperial Guard is a complete package. The vast majority of the time they are more than sufficient, even if sufficient means that you simply outlast the enemy. <br /> <br /> Most of the time, the Imperial Guard are fighting other humans or manageable alien threats. Of course, these stories aren't interesting. Nobody is going to want to hear the 999 stories of how the Imperial Guard put down a rebellion, wiped out a minor alien race, or held a sector vs a minor force of heretics. The really interesting stories are the ones where some foe showed up that the Imperial Guard couldn't handle. Imperial Guard are quite capable soldiers, but they are ultimately the Red Shirts of the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 20:58:17]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Well without it.... There wouldn't be an Imperium of Man would there?  Or at least there wouldn't be one for very long.    <span class="glossaryitem" onmouseover='gp(119);'>SM</span> are great and all.. <br /> <br /> But they can't HOLD THE LINE against the countless foes that seek to destroy the Imperium from within and without. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 21:09:44]]> GMT</pubDate>
				<author><![CDATA[ Engine of War]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Also some guard regiments are specalist units. <br /> <br /> Catchans on a open artic world is bad. Confined hive city or jungle gonna get gak done. <br /> <br /> Got a seige. Death korps. Useless in a manoover war that requires initive though.<br /> <br /> The guard has a few who excel used right. There is a enormous range of regiments. Some even rarely geneticaly altered for campaigns on perticarly tough worlds. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 23:00:37]]> GMT</pubDate>
				<author><![CDATA[ jhe90]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ I loved Dragonball, I loved the story, loved the depth, loved the characters, loved the ending - and it was supposed to end there, just like DBZ was supposed to end after Frieza, after Cell and after Buu.<br /> Anyway.<br /> Yamcha, Krillin/Kuririn, Tien and Roshi were all stupidly powerful but as DBZ progressed they got used more and more as punching bags to show just how powerful the latest threat really was - just how far beyond human ability the setting had progressed.<br /> <br /> Same is true of white gi with black belts and the whole ninja suit.<br /> <br /> Guard are more than just capable but most Space Marine writers use them as a curbstomp to show how powerful the threat they've written about is, problem is this technique has been used so much that Guard look incompetent.]]></description>
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				<pubDate><![CDATA[Sat, 8 Apr 2017 01:59:04]]> GMT</pubDate>
				<author><![CDATA[ Dakka Wolf]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ A maxim of the Guard is; if brute force has not solved your problem, it is because you have yet to apply enough. The guard has billions of men at its disposal at all times. Unless they're fighting Nids or Orks they usually can win a war of attrition. Too bad most races won't fight that way (Eldar, Tau, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>).]]></description>
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				<pubDate><![CDATA[Sat, 8 Apr 2017 15:16:39]]> GMT</pubDate>
				<author><![CDATA[ Cptn_Cronssant]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a1e42659847c2d86f4f211ebe448d82c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9293042.page"><b>Baldeagle91 wrote:</b></a><br/>Most guardsmen will probably never see an xeno. Most of the time they fight fellow humans, of which it's extremely questionable of how many are actually followers of Chaos.<br /> <br /> After that it's orks.... probably followed by followers of Chaos, the nids, then everyone else. Necrons are potentially the least well known.<br /> <br /> People also forget that most planets in the imperium don't actually know about tyranids as their excursions have been small enough to be largely covered up in most of the imperium. Generally speaking only veterans of campaign against chaos or tyranids know of their true horror. Most normal humans who fight the forces of chaos for example will be mind wiped, forced into camps or killed to keep the secret.<br /> <br /> By comparison rebels and Ork xenos are fairly well known about. Eldar raids are common enough to be known about along major trade routes and humans in the area's around the Tau empire trade with them to have fairly good knowledge about their species.<br /> <br /> As such the vast majority of combat you see guardsmen undertake is against other humans. The variety of quality between both Imperial Guard regiments and PDF forces means it can be either a total mismatch or a fairly even fight, akin to modern combat situations, albeit with potentially even larger extremes (aka cultures without even blackpowder tech vs lasguns).<br /> <br /> Also some planets potentially have better weapons than the imperial guard. For example the lasgun is mostly used to it's ease of supply, which is needed when you have a military so large. Arguably the Autogun is more deadly, exchanged for larger supply lines due to ammunition and a slight decrease in reliability. You can also bet that there are going to be many native forces with weapons akin to what we have today that would fare quite well against Imperial Guard tactics.<br /> <br /> Also the claim the imperial guard are the best of a planets armed forces is questionable, as many planets keep their best soldiers (albeit illegally) for themselves.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(522);'>TLDR</span> version, around 99.99% of the fighting in the imperium is done by the imperial guard. The real world comparison of their actual fighting capability (and equipment weirdly enough) would range from anything from arming a medieval peasant with an assault rifle all the way up to modern special forces. </div></blockquote><br /> <br /> The autogun is NOT more deadly. It's common knowledge that lasguns are more powerful. Even In the Necromunda rules lasguns had a -1 save modifier while autoguns didn't.<br /> <span class="glossaryitem" onmouseover='gp(124);'>SW</span>:A has them with the same stats because it's a game which features almost all factions, not just gangers where the differences in weapons can be seen in more detail]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 03:50:33]]> GMT</pubDate>
				<author><![CDATA[ 123ply]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ True, but then other, later games had the Autogun be more effective - Inquisitor and the first Dark Heresy rules had the two weapons have the same punch, but the autogun could fire single shot, semi-automatic, or full automatic whilst the lasgun was limited to single shot or semi-auto, making the autogun much better for suppressing fire.<br /> <br /> Sone patterns of lasgun did have overcharge options (or hot shot packs), but then the autogun could get manstopper bullets and similar special ammo.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 16:05:19]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ They're the hammer of the emprah! They will grind everyone and everything down to nothing.]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 16:46:36]]> GMT</pubDate>
				<author><![CDATA[ Cptskillet]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/722653/9297668.page"><b>locarno24 wrote:</b></a><br/>True, but then other, later games had the Autogun be more effective - Inquisitor and the first Dark Heresy rules had the two weapons have the same punch, but the autogun could fire single shot, semi-automatic, or full automatic whilst the lasgun was limited to single shot or semi-auto, making the autogun much better for suppressing fire.<br /> <br /> Sone patterns of lasgun did have overcharge options (or hot shot packs), but then the autogun could get manstopper bullets and similar special ammo.<br /> <br /> </div></blockquote><br /> <br /> Those weren't <span class="glossaryitem" onmouseover='gp(50);'>GW</span> games though we're they?  I was under the impression <span class="glossaryitem" onmouseover='gp(545);'>FF</span> games were kind of ambiguous in terms of fluff]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 21:10:05]]> GMT</pubDate>
				<author><![CDATA[ 123ply]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/46327707c26a61415d67beb18975dc38.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9293704.page"><b>jhe90 wrote:</b></a><br/>Also some guard regiments are specalist units. <br /> <br /> Catchans on a open artic world is bad. Confined hive city or jungle gonna get gak done. <br /> <br /> Got a seige. Death korps. Useless in a manoover war that requires initive though.<br /> <br /> The guard has a few who excel used right. There is a enormous range of regiments. Some even rarely geneticaly altered for campaigns on perticarly tough worlds. </div></blockquote><br /> <br /> True, but not quite in the way you mean it. There are Krieg and Catachan armoured regiments, for example. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/722653/9298132.page"><b>123ply wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/722653/9297668.page"><b>locarno24 wrote:</b></a><br/>True, but then other, later games had the Autogun be more effective - Inquisitor and the first Dark Heresy rules had the two weapons have the same punch, but the autogun could fire single shot, semi-automatic, or full automatic whilst the lasgun was limited to single shot or semi-auto, making the autogun much better for suppressing fire.<br /> <br /> Sone patterns of lasgun did have overcharge options (or hot shot packs), but then the autogun could get manstopper bullets and similar special ammo.<br /> <br /> </div></blockquote><br /> <br /> Those weren't <span class="glossaryitem" onmouseover='gp(50);'>GW</span> games though we're they?  I was under the impression <span class="glossaryitem" onmouseover='gp(545);'>FF</span> games were kind of ambiguous in terms of fluff</div></blockquote><br /> <br /> Everything with a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> logo on it is ambiguous in terms of fluff. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 09:32:18]]> GMT</pubDate>
				<author><![CDATA[ AndrewGPaul]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ For a nice view into how guard play at the level guard really play,  your have to see them in EPIC.  Massed tank formations backed by entire artillery parks and scores of moderatly effective infantry.  Alternatively marines are fine but if you really want an airborne assault  you need to watch entire companies of drop troops backed by waved of ground attack aircraft, overwatched by fighters, bombers, and the occasional planetary fire support.   <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 11:43:44]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ For a pretty Grimdark view of the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> at work read Dead Men Walking. Not too shabby a yarn.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 17:42:46]]> GMT</pubDate>
				<author><![CDATA[ NoiseMarine with Tinnitus]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ The Imperial Guard is the only reason the Imperium still stands as a single unified entity 10,000 years after the Horus Heresy, instead of becoming a hundred thousand space kingdoms led by space marine chapters or petty warlords.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 18:02:53]]> GMT</pubDate>
				<author><![CDATA[ Melissia]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dd7a3eb02ebf0d5e13fb66da6d045033.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9299704.page"><b>NoiseMarine with Tinnitus wrote:</b></a><br/>For a pretty Grimdark view of the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> at work read Dead Men Walking. Not too shabby a yarn.</div></blockquote><br /> <br /> And its sorta sequel/prequel Down Amongst the Dead Men. Steve Lyons writes wonderful <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 20:13:38]]> GMT</pubDate>
				<author><![CDATA[ Bobthehero]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Astra Miliarum are the most efficient fighting force the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> can buy.  They use them for most of the fighting and most of the time they win.  <br /> <br /> Space marines are a higher level of force concentration and more politically reliable.  Whole regiments of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> go renegade every single day.  Space Marines turning traitor happens too, but a bit less.  ]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 21:31:17]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/41b56516a6ca6b1378486bbecba6d95c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9300019.page"><b>Bobthehero wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dd7a3eb02ebf0d5e13fb66da6d045033.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9299704.page"><b>NoiseMarine with Tinnitus wrote:</b></a><br/>For a pretty Grimdark view of the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> at work read Dead Men Walking. Not too shabby a yarn.</div></blockquote><br /> <br /> And its sorta sequel/prequel Down Amongst the Dead Men. Steve Lyons writes wonderful <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> </div></blockquote><br /> <br /> Agreed, those books alone made my Honour Imperialis book worth it, without all the other ones in there (I didn't really like redemption corps.  At all.  Cadian blood was good though.)<br /> <br /> But yes, the Guard is amazing.  If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> brought out some new models I would almost certainly collect them and try to make space ANZAC's.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2017 23:32:40]]> GMT</pubDate>
				<author><![CDATA[ Mudrat]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote class="uncited"><div>Those weren't <span class="glossaryitem" onmouseover='gp(50);'>GW</span> games though we're they? I was under the imression <span class="glossaryitem" onmouseover='gp(545);'>FF</span> games were kind of ambiguous in terms of fluff</div></blockquote><br /> They really aren't <br /> <br /> 1) all <span class="glossaryitem" onmouseover='gp(386);'>FFG</span> products had to be vetted by <span class="glossaryitem" onmouseover='gp(50);'>GWs</span> head of IP -alan merrit - which means they went through the same "fluff control" as black library books.<br /> <br /> 2) the Dark Heresy core rulebook and Inquisitors handbook - the books Im talking about were written by black library, before the <span class="glossaryitem" onmouseover='gp(386);'>ffg</span> license deal. Even afterwards, a lot of their contributing authors were also black library authors (such as john french,who wrote a lot of the tzeench supplement tome of fate, and also wrote the ahriman novel trilogy).<br /> <br /> 3) Inquisitor was purely a <span class="glossaryitem" onmouseover='gp(50);'>gw</span> game, and is in fact where most of todays background on inquisitors, ordos, and factions began.<br /> <br /> 4) Having read and gm-ed the <span class="glossaryitem" onmouseover='gp(386);'>ffg</span> stuff, I can honestly say it's at least as consistent with the established background and makes a damn sight more sense than some stuff the design studio came out with over the years. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 05:24:06]]> GMT</pubDate>
				<author><![CDATA[ locarno24]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/722653/9297078.page"><b>123ply wrote:</b></a><br/>The autogun is NOT more deadly. It's common knowledge that lasguns are more powerful. Even In the Necromunda rules lasguns had a -1 save modifier while autoguns didn't.<br /> <span class="glossaryitem" onmouseover='gp(124);'>SW</span>:A has them with the same stats because it's a game which features almost all factions, not just gangers where the differences in weapons can be seen in more detail</div></blockquote><br /> <br /> Rules don't always match the fluff.<br /> <br /> Autoguns are generally represented as causing more damage than lasguns, because despite having a very similar 'punch' the lasgun cauterizes the wound. The Autogun doesn't which can leave people to bleed out. then you have issues like tumbling slugs etc, which will cause worse wounds. Lasgun shots simply will not do that due to the physics of how the laser rounds kill. Aka lasguns kill via <span class="glossaryitem" onmouseover='gp(111);'>raw</span> damage, autoguns can drop opponents without necessarily killing them outright. <br /> <br /> Also inquisitor which is 'very' official in terms of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> and is used more as a role playing game with stats more basis in fluff. In inquisitor the autogun is capable of full auto fire and does slightly more damage. However it's heavier with smaller clip sizes.<br /> <br /> In purely fluff senses the main difference is the ammunition issue and fairly few lasguns having fully automatic settings. The autogun is 'almost' as reliable and as easy to maintain as a lasgun. I suppose the main difference being you could give a lasgun to someone with 'absolutely' no training at all, while you could give an autogun to someone with 'virtually' no training.<br /> <br /> It's not uncommon to see guardsmen with autoguns and I wouldn't be surprised if there would even be entire regiments equipped with them. That said their production is more native than being produced on forge worlds specifically to arm the imperial guard (though exceptions will obviously exist).<br /> <br /> Also in Flesh and Iron the Autogun was shown to be incredibly popular with Guardsmen (who you have to remember are usually highly trained), potentially even for so than the lasgun. Plus fluff shows Autoguns are better vs orks due to the effect noise helps with suppressive fire, while fairly quiet cracks and snaps don't really do that job well. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 17:48:56]]> GMT</pubDate>
				<author><![CDATA[ Baldeagle91]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a1e42659847c2d86f4f211ebe448d82c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9301581.page"><b>Baldeagle91 wrote:</b></a><br/><br /> Autoguns are generally represented as causing more damage than lasguns, because despite having a very similar 'punch' the lasgun cauterizes the wound. The Autogun doesn't which can leave people to bleed out. then you have issues like tumbling slugs etc, which will cause worse wounds. Lasgun shots simply will not do that due to the physics of how the laser rounds kill. Aka lasguns kill via <span class="glossaryitem" onmouseover='gp(111);'>raw</span> damage, autoguns can drop opponents without necessarily killing them outright. </div></blockquote><br /> <br /> Slight correction: lasguns do cauterize wounds, but they also can blow out chunks of flesh (due to water flash-vaporizing) and leave nasty burns that can incapacitate just as easily as bleeding. I think the damage they do is comparable on a broad scale.<br /> <br /> <blockquote class="uncited"><div>In inquisitor the autogun is capable of full auto fire and does slightly more damage. However it's heavier with smaller clip sizes.<br /> <br /> In purely fluff senses the main difference is the ammunition issue and fairly few lasguns having fully automatic settings. The autogun is 'almost' as reliable and as easy to maintain as a lasgun. I suppose the main difference being you could give a lasgun to someone with 'absolutely' no training at all, while you could give an autogun to someone with 'virtually' no training.</div></blockquote><br /> This can vary with different patterns of autogun or lasgun. The common M35 Galaxy pattern has fully automatic settings, while the Death Korp's Lucius-patterns have a higher output but slower recharge. Autogun performance also varies by pattern.<br /> <br /> <blockquote class="uncited"><div>It's not uncommon to see guardsmen with autoguns and I wouldn't be surprised if there would even be entire regiments equipped with them. That said their production is more native than being produced on forge worlds specifically to arm the imperial guard (though exceptions will obviously exist).<br /> <br /> Also in Flesh and Iron the Autogun was shown to be incredibly popular with Guardsmen (who you have to remember are usually highly trained), potentially even for so than the lasgun. Plus fluff shows Autoguns are better vs orks due to the effect noise helps with suppressive fire, while fairly quiet cracks and snaps don't really do that job well. </div></blockquote><br /> I think autoguns are more common in PDF regiments than Guard, if only because it simplifies Munitorum supply issues. You're not wrong, though. <br /> <br /> Also, I'd disagree with the fluff about autogun noise being effective against orks. Orks as I understand them would be attracted to the noise, since that means there's a good scrap goin' down. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 19:05:01]]> GMT</pubDate>
				<author><![CDATA[ Formerly Wu]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Oooh, but what if the autogun works better against Orks because they hear the gun, and think it does more damage then the lasgun, therefor, since the Ork thinks it does more damage, it actually does do more damage?<br /> <br /> Ork Logic.]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 19:12:38]]> GMT</pubDate>
				<author><![CDATA[ Amanax]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f864f1e3a3c367cec5a60cedf26dfd0f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9301731.page"><b>Amanax wrote:</b></a><br/>Oooh, but what if the autogun works better against Orks because they hear the gun, and think it does more damage then the lasgun, therefor, since the Ork thinks it does more damage, it actually does do more damage?<br /> <br /> Ork Logic.</div></blockquote><br /> Ah, but that's balanced by the orky instinct of "dat shoota's proppa loud, I gotta get me hands on it!" <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 19:31:43]]> GMT</pubDate>
				<author><![CDATA[ Formerly Wu]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c2780b09cd66b2cd2af7eda005d95ec2.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9301760.page"><b>Formerly Wu wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f864f1e3a3c367cec5a60cedf26dfd0f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9301731.page"><b>Amanax wrote:</b></a><br/>Oooh, but what if the autogun works better against Orks because they hear the gun, and think it does more damage then the lasgun, therefor, since the Ork thinks it does more damage, it actually does do more damage?<br /> <br /> Ork Logic.</div></blockquote><br /> Ah, but that's balanced by the orky instinct of "dat shoota's proppa loud, I gotta get me hands on it!" <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> correctly it's more to do with ork respect.<br /> <br /> They respect the Autogun more because of it's noise over the lasgun. As such they are more likely to run from an autogun because they think it can actually harm them while they view the lasgun more as a puny hummie flashlight. All said and done, without proper leadership orks are quite cowardly. Steel legion and catachan logic at least. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2017 21:47:50]]> GMT</pubDate>
				<author><![CDATA[ Baldeagle91]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ It's either leadership or numbers.  With enough numbers, they're fearless regardless of the leader.  With a strong enough leader, they're fearless regardless of the numbers.  With both, they're nigh-unstoppable.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2017 14:27:27]]> GMT</pubDate>
				<author><![CDATA[ Melissia]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/399af365807b06781c853362d8b99257.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9303218.page"><b>Melissia wrote:</b></a><br/>It's either leadership or numbers.  With enough numbers, they're fearless regardless of the leader.  With a strong enough leader, they're fearless regardless of the numbers.  With both, they're nigh-unstoppable.</div></blockquote><br /> <br /> Even in the large numbers, in the fluff once a panic is caused it can spread through the orky ranks extremely quickly unless there's a big enough ork to bass skulz together. Just look at the battle of Niz-Pazar.]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2017 17:11:24]]> GMT</pubDate>
				<author><![CDATA[ Baldeagle91]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ First the Navy and the Guard are seperate. Long story short when horus decided to go through his rebellious teenage phase, about half the imperial army joined horus. They had space ships and ground troops, and the means to destroy the Imperium. Afterwards they are split to weaken local rebelions so they may be swiftly crushed by combined arms. <br /> <br /> Yes they get things done. Macharius got 1,000 worlds it 7 years. Remeber there are only a million space marines, and there are a million worlds (+ all the space stations and outposts on unhabitable worlds ect.) They can't deal with everything. The Imperium hasn't seen many great campaigns recently (though chances are papa smurf is going to change that), playing it more defensive. The guard do deal with the majority of threats and are quite amazing at their job, thanks to numbers, tanks, commissars, and the guts to keep fighting. ]]></description>
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				<pubDate><![CDATA[Wed, 12 Apr 2017 21:37:45]]> GMT</pubDate>
				<author><![CDATA[ CommanderRednaxela]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Tanks, big guns, mobile superheavies, vortex missiles, entire regiments air dropping, its the bang. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Apr 2017 10:53:36]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ They basically wear the enemy down through sheer numbers/force until either the enemy collapses or the astartes arrive to back them up, although the latter is the exception rather than the rule. Casualties are enormous usually for each battle, but there are that many guardsmen than eventually they will simply overwhelm most enemies. Also factor in that the Astra Militarium has access to colossal amounts of heavy guns/tanks, the sheer volume of destruction they can wreak is phenominal. The Guard often get stereotyped as puny, but collectively they flatten pretty much every other group, they're not called the hammer of the Emperor for nothing.]]></description>
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				<pubDate><![CDATA[Mon, 17 Apr 2017 18:55:57]]> GMT</pubDate>
				<author><![CDATA[ Imperial_grunt]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Not really, casualties aren't always large for every battle.  Sometimes firepower and preparedness is enough to win the day decisively without needing to expend bodies.  The "dies to a man" meme is stupid, and not fluffy.]]></description>
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				<pubDate><![CDATA[Mon, 17 Apr 2017 23:58:24]]> GMT</pubDate>
				<author><![CDATA[ Melissia]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/399af365807b06781c853362d8b99257.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9311292.page"><b>Melissia wrote:</b></a><br/>Not really, casualties aren't always large for every battle.  Sometimes firepower and preparedness is enough to win the day decisively without needing to expend bodies.  The "dies to a man" meme is stupid, and not fluffy.</div></blockquote><br /> <br /> Indeed, its typically the other guy that "dies to a man." The guard can deliver a true mechanized hammer blow that would obliterate marine or titan formations. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Apr 2017 11:12:12]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ In short?<br /> <br /> They're massively effective.<br /> <br /> Consider the average planetary garrison - you're talking millions of men and women under arms, typically with air support, armoured support and artillery support.<br /> <br /> You want to wrest a planet from The Imperium? You'd either be really, incredibly quick about it and cut off their command, or be ready for grinding attrition.<br /> <br /> And that's reflected in the background. Look at the races that pose a credible threat to mankind.<br /> <br /> Orks - got the numbers, love a fight.<br /> <br /> Tyranids - got the numbers, prevent reinforcements<br /> <br /> Eldar (all stripes) can strike more or less when and where they need to do the most damage.<br /> <br /> Necrons - probably booting you off <i>their</i> planet. Numbers aren't necessary legion, but damned difficult to eradicate.<br /> <br /> Chaos - half your dudes are now their dudes. Good luck figuring out which half.<br /> <br /> Nobody else has the numbers or speed. Nobody. And even then, the Astra Militarum are quite capable of bloodying the nose of anything but the most determined or well organised assault. The slightest mistake made can be horribly punished, either under a veritable tide of humble Guardsman, or a decisive Artillery strike.<br /> <br /> Marines? Glory Boys by comparison. Swoop in, knack the enemy command, then nick off letting the Little Guys finish what was started (which works, so perhaps being unfairly harsh on Maureens here).]]></description>
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				<pubDate><![CDATA[Wed, 19 Apr 2017 11:31:49]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Even the eldar are rarely scene as planet stompers.  They do small strike raids, losing lots of guardians (because its all going to plan).  If its a large force then its usually someone attacking their craftworld and thing shave gone horribly wrong for them. ]]></description>
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				<pubDate><![CDATA[Wed, 19 Apr 2017 12:26:43]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Indeed. Like their dark kin, far more 'in and out asap' for the Craftworlds, but they do seem capable of doing that on a grander scale than Commorite. But on balance, that's probably due to different interests.<br /> <br /> Commorite attacks are largely a small party doing it for kicks, or a larger raid, spread out over the planet looking for new slave stock.<br /> <br /> Craftworlders are probably trying to prevent or start a wider war - and are arguably more committed to outright interference than Commorite.<br /> <br /> Either way, the sheer volume one can all too easily encounter the Astra Militarum in must make them a pain to plan around. Sure, they have all the reactions of a Sloth with bricks tied to each limb - but even a slight bit of misfortune can see the bulk of that force squatting where you need to go. <br /> <br /> For all but the most ambitious or daring Commorite, that's possibly a redlight on Plan A. For Craftworld? Would depend on exactly what's at stake.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Then you have to factor in the general lack of compassion in the Imperium. If it means halting your attack, they'll happily shell their own troops into the dirt with absolutely no warning.]]></description>
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				<pubDate><![CDATA[Wed, 19 Apr 2017 13:07:48]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dc887574dac79067b576b971b5436b8a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9292292.page"><b>Schadenfreudig wrote:</b></a><br/>How effective are Imperial Guard lore wise? Do they get s*it done? Or do they just hold the line until their bigger, badder forces of the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> arrive? <br /> <br /> P.S. Does this included the Imperial Navy or are they a separate entity? </div></blockquote><br /> <br /> <br /> <br /> <br /> The lore tends to favor the Space Marines, because they are the "iconic" army of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. They are, as a general rule, supposed to be the "heroes" that swoop in and save the day. Considering how well Space Marines sell, it works. <br /> <br /> <br /> <br /> As for the Guard, they hold they line and get  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> done. That's evident from some fluff and Black Library novels. They have to be effective, since Rawbutt's reforms replaced the <i>Legiones Astartes</i> with the Imperial Guard as the main instrument of power projection and defense for the Imperium. The Space Marines became a sort of rapid-response "fire brigade" with the freedom to move around on their own, in order to respond to emergencies, deal with major threats, shore up the Guard and Navy when needed, and conduct specialized operations. <br /> <br /> <br /> The <i>Armada Imperialis</i> was split off from the Imperial Army by the same reforms, becoming the Imperial Navy after the Heresy. They are a separate entity from the Imperial Guard . One that, in theory, is supposed to support the Guard in major operations (and vice versa). In reality, there is some rivalry, and they regard each other as a bunch of dicks. ]]></description>
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				<pubDate><![CDATA[Thu, 20 Apr 2017 13:16:27]]> GMT</pubDate>
				<author><![CDATA[ oldravenman3025]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, in a "fair" fight, can steamroll pretty much anything. Even their elites can toe to toe with a space marine, at least at range. The big fault with <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, especially recently, is their terrible tabletop rules. They need updated rules. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> used to have some pretty fun rules for different regiments, allowing them flexibility. Now they're just reduced to cannon fodder while mediocre armor units or special characters. do the work. Fluffwise, an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> elite knows where to shoot at on a suit of power armor to inflict maximum damage. Thus they are given the most damaging weapons to do this with. Hotshot lasguns are actually pretty rocking in the fluff, being able to cut everything from Necron warriors to space marines into pieces if the shots are well placed. Autoguns are definitely a step down from lasguns, as they are not as accurate and have mechanical issues. And I don't mean just the once in a blue moon jam, I mean they need a way to get more ammo. I don't know where you get your info, as well, as a lasgun shot through a main artery leaves a burnt open hole, which is pretty much guaranteed death. This stuff is all over the place. The fluff is a mess. But the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> deal with the majority of the fighting. The marines do just the tiniest fraction, but they cover the extremely ridiculous stuff, which is why they get viewed as heroes.]]></description>
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				<pubDate><![CDATA[Sun, 23 Apr 2017 01:56:44]]> GMT</pubDate>
				<author><![CDATA[ Munga]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ For more true <span class="glossaryitem" onmouseover='gp(69);'>IG</span> rules, use EPIC. You can use fully combined arms there or extremes including dropping full air companies with lost of Vulture and Vendettas, and air support. ]]></description>
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				<pubDate><![CDATA[Mon, 24 Apr 2017 11:00:51]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ I would be curious how Generals, or whatever title that those commanding multiple regiments may hold, are selected. Is it via the hierarchy of the regiments? Does the Administratum make such appointments? It must be bizarre for one general to find himself in command of forces that are completely at odds with the combat doctrine they have been raised with.<br /> <br /> Take for example a highly distinguished young General, well-trained in the concept of modern warfare, once a Colonel of a regiment every bit as elite and well as the best our modern Earth has to offer. How do they react when told that half the forces under their command are from a Feudal World that looks upon lasguns as high-tier magic?]]></description>
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				<pubDate><![CDATA[Mon, 24 Apr 2017 12:13:55]]> GMT</pubDate>
				<author><![CDATA[ Humble Guardsman]]></author>
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				<title>Re:Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Paraphrasing from the third edition guard codex..<br /> <br /> The officers of particular regiment are usually drawn from the nobility of the world on which the regiment was raised. (Planetary governors are required to maintain sufficient forces to enforce their authority on their world so there will be an officer class to draw from)<br /> <br /> Amalgamation of regiments does occur but their effectiveness usually drops dramatically due to the clash of cultures, guard from different planets can have different cultures and social norms and sometimes won't even speak the same language so the Imperium tries to keep soldiers from the same world together where possible.<br /> <br /> The Administratum can appoint its own Generals from the Schola Progenium but these are usually at a sub sector level or higher rather than for specific regiments.]]></description>
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				<pubDate><![CDATA[Mon, 24 Apr 2017 13:17:47]]> GMT</pubDate>
				<author><![CDATA[ Kroem]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ Without all the Jargon, they are an Army with no real regulations for standard training/equipment/doctrine, being created on various worlds, mobilized together to form large task forces, and thrown at the enemy.<br /> <br /> Some worlds provide better armies than others, and earn rep for it. Cadians, Catachans, Drop Troopers from elysian are some examples. <br /> <br /> Regardless of lore or the impression people have, I have seen nothing comparable to any first world late 21st century army, through either doctrine, or tactics. <br /> <br /> If you want a real world comparasion, look at the Iraq-Iran war, and the Chinese military in Korea and onwards, mass human wave tactics, even with mechanized forces, large scale artillery and air bombardments, and complete slaughter of their infantry. Imperial Guard units are inferior to their enemies, and always will be, so they struggle to make up for it, that's their theme.<br /> <br /> Are they effective? <br /> They hold the line, and manage to retake positions held by the enemy. That's effective.<br /> But otherwise no, they are a complete waste of lives and resources.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 28 Apr 2017 01:24:23]]> GMT</pubDate>
				<author><![CDATA[ Ginsu33]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/722653/9320067.page"><b>Munga wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, in a "fair" fight, can steamroll pretty much anything. </div></blockquote><br /> <br /> No they can't. put a guardsman by himself up against the ggeneral trooper for just about any race you'd care to name. and the Guardsman will come up short. spacemarines are bigger, stronger, faster tougher, better armed and armored, Eldar are quicker and have better equipment,  Necrons are likewise physicaly superior and superioly equiped, Tau? Better equipped. thing is the Guard <b>DON'T FIGHT FAIR</b> "you brought a tank? well we brought 5! they sue weight of numbers combined with doctrine developed over thousands of years to give themselves an edge against superior foes. <br /> <br /> but on an individual level? the guard are outmatched. ]]></description>
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				<pubDate><![CDATA[Fri, 28 Apr 2017 01:39:14]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ At range, an Ork boy should lose to a Guardsman, same goes for the smaller Tyranid gribblies.]]></description>
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				<pubDate><![CDATA[Fri, 28 Apr 2017 02:32:20]]> GMT</pubDate>
				<author><![CDATA[ Bobthehero]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/41b56516a6ca6b1378486bbecba6d95c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9331393.page"><b>Bobthehero wrote:</b></a><br/>At range, an Ork boy should lose to a Guardsman, same goes for the smaller Tyranid gribblies.</div></blockquote><br /> <br /> I think both of those are examples of the few occasions where the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> will never reliably hold the advantage in numbers.]]></description>
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				<pubDate><![CDATA[Sat, 29 Apr 2017 23:44:02]]> GMT</pubDate>
				<author><![CDATA[ Humble Guardsman]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ The Guard performs excellently against the threats it's meant to combat- rebellions, renegades, pirates, Orks, and minor xenos species. The problem is that isn't the only thing lurking in the corners of the galaxy and assaulting the Imperium. The Guard doesn't fair so well when put up against Necrons or Chaos Space Marines, and will struggle to break even against Eldar.]]></description>
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				<pubDate><![CDATA[Sun, 30 Apr 2017 03:58:52]]> GMT</pubDate>
				<author><![CDATA[ Wyzilla]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ And that's okay. That's what Space Marines are for (just as Marines can't deal with all the rebellions and pirates and what have you).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 30 Apr 2017 04:22:12]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Astra Militarum's Effectiveness </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/34ee7daab1a43d92d2efb4d1a30cff9e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/722653/9334431.page"><b>Ashiraya wrote:</b></a><br/>And that's okay. That's what Space Marines are for (just as Marines can't deal with all the rebellions and pirates and what have you).<br /> <br /> </div></blockquote><br /> You could always lobotomize everybody and fold them all into Skitari/Thallaxi but even the more pliable Lord Commanders are probably not going to have ethics loose enough to tolerate such an efficient upgrade.]]></description>
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				<pubDate><![CDATA[Sun, 30 Apr 2017 04:41:48]]> GMT</pubDate>
				<author><![CDATA[ Wyzilla]]></author>
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