2016-03-17

‎Orders

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==Why Play Imperial Guard==

==Why Play Imperial Guard==



When recruits are inducted into the Imperial Guard, they are given four things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer"), and ''the regulation extra large wheelbarrow'' that allows them to cart their ''massive brazen balls'' into battle. From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry, waves of tanks, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all). That's why you play the Imperial Guard. Additionally, you are the second most powerful army in Apocalypse, and the standard by which all other apocalypse armies are measured. You are absolutely spoiled for Forge World choices with everything from the dinky little Lightning Fighter to the unholy death machine that is the Imperator Class Titan. And why is Chaos better than you? Because of a small footnote by the side of the Vindicator Linebreaker Formation. In short, it details that Chaos armies may use ANY AND ALL Imperial Datasheets as long as they have spikes on them. Building your Lightning Fighter wing? Chaos get that with their Hell Talon support. Imperator Titan? Chaos can subvert one with fuckhueg spikes. Fortress of Arrogance? Chaos Yarrick makes you his bitch. Daemon Lords? You don't get those. For once, Chaos is the one giving, not receiving. So the only way to be better than the Imperial Guard in Apoc is to use Imperial Guard units plus daemonic bullshit. Still a win for IG. Another win is the Escalation expansion for regular 40k. IG can now take one Baneblade or one of its variants. No Fortress of Arrogance however. But hey, with the most Lords of War choices out of all the armies '''AND''' you don't have to pay Forge World prices, why argue?

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When recruits are inducted into the Imperial Guard, they are given four things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer"), and ''the regulation extra large wheelbarrow'' that allows them to cart their ''massive brazen balls'' into battle. From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry, waves of tanks, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all). That's why you play the Imperial Guard. Additionally, you are the second most powerful army in Apocalypse, and the standard by which all other apocalypse armies are measured. You are absolutely spoiled for Forge World choices with everything from the dinky little Lightning Fighter to the unholy death machine that is the Imperator Class Titan. And why is Chaos better than you? Because of a small footnote by the side of the Vindicator Linebreaker Formation. In short, it details that Chaos armies may use ANY AND ALL Imperial Datasheets as long as they have spikes on them. Building your Lightning Fighter wing? Chaos get that with their Hell Talon support. Imperator Titan? Chaos can subvert one with fuckhueg spikes. Fortress of Arrogance? Chaos Yarrick makes you his bitch. Daemon Lords? You don't get those. For once, Chaos is the one giving, not receiving. So the only way to be better than the Imperial Guard in Apoc is to use Imperial Guard units plus daemonic bullshit. Still a win for IG. Another win is the Escalation expansion for regular 40k. IG can now take one Baneblade or one of its variants. No Fortress of Arrogance however. But hey, with the most Lords of War choices out of all the armies '''AND''' you don't have to pay Forge World prices, why argue?
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==Special Rules==

==Special Rules==

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==Orders==

==Orders==



The order system, is one of the most important and most raged about additions to the Imperial Guard codex. When you are about to declare a Ld check for an order, get your troll face on. The fact is, is that sisters are only decent now because of faith points. Now the same will be said about guard and the orders system. With orders your lasguns become 30-50% more effective. No, this isn't a [[Lasgun|joke]].  You get to ignore cover or rerolls against armored/monstrous enemies.  Your units can grow Space Elf ears, shooting then running, or turn Space Commie blue and split fire all over the place. Your run move is guaranteed to be decent, or you can pin the hell out of anything not fearless. Oh, [[Rage|wait]]. Don't forget anyone can be a makeshift sniper now.  Some call it broken (and those are the people who use Wraithknights and Tau Markerlight/Crisis Deathstar bullshit, who are they to talk?) but you can not give orders to those inside vehicles. So the Mechanized Guard can not make full use of them. Anyway, orders are the shit. And you don't even need lady luck on your side. With the right vox system  (Doesn't work when an officer orders his own unit) and use of other leaders Ld *COUGH* commissar *COUGH*, you should be able to roll a saving grace.

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The order system, is one of the most important and most raged about additions to the Imperial Guard codex. When you are about to declare a Ld check for an order, get your troll face on. The fact is, is that sisters are only decent now because of faith points. Now the same will be said about guard and the orders system. With orders your lasguns become 30-50% more effective. No, this isn't a [[Lasgun|joke]].  You get to ignore cover or rerolls against armored/monstrous enemies.  Your units can grow Space Elf ears, shooting then running, or turn Space Commie blue and split fire all over the place. Your run move is guaranteed to be decent, or you can pin the hell out of anything not fearless. Oh, [[Rage|wait]]. Don't forget anyone can be a makeshift sniper now.  Some call it broken (and those are the people who use Wraithknights and Tau Markerlight/Crisis Deathstar bullshit, who are they to talk?) but you can not give orders to those inside vehicles. So the Mechanized Guard can not make full use of them. Anyway, orders are the shit. And you don't even need lady luck on your side. With the right vox system  (Doesn't work when an officer orders his own unit) and use of other leaders Ld *COUGH* commissar *COUGH*, you should be able to roll a saving grace.
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There are two special rules for rolling doubles of certain kinds:

There are two special rules for rolling doubles of certain kinds:

*'''Inspired Tactics:''' Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass.

*'''Inspired Tactics:''' Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass.



*'''Incompetent Command:''' Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you.

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*'''Incompetent Command:''' Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you.
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The orders are as follows:

The orders are as follows:

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*'''Full Throttle!'''- Tank commander's unit moves flat out, moving 6+d6 (ignoring the limitation from being Heavy vehicles). Nice if some unit ended up catching your tanks by surprise and you need to get out of there fast.

*'''Full Throttle!'''- Tank commander's unit moves flat out, moving 6+d6 (ignoring the limitation from being Heavy vehicles). Nice if some unit ended up catching your tanks by surprise and you need to get out of there fast.

*'''Gunners, Kill on Sight!'''- Tank Commander's unit shoots and the Tank commander must shoot at a different target from the rest of the unit. Pretty much Split-Fire, but for tanks. Has potential. Useful for punisher Pask with Vanquisher wing men so you don't waste its lascannon and armorbane cannon on infantry or light armor.

*'''Gunners, Kill on Sight!'''- Tank Commander's unit shoots and the Tank commander must shoot at a different target from the rest of the unit. Pretty much Split-Fire, but for tanks. Has potential. Useful for punisher Pask with Vanquisher wing men so you don't waste its lascannon and armorbane cannon on infantry or light armor.



*'''Strike and Shroud!'''- Tank Commander's unit makes a shooting attack, and then all vehicles that have not used their smoke launchers previously must use their smoke launchers. Useful if you haven't used your smokes, and enemy has caught your unit off-guard but you don't want to sacrifice your shooting for 5+ cover.

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*'''Strike and Shroud!'''- Tank Commander's unit makes a shooting attack, and then all vehicles that have not used their smoke launchers previously must use their smoke launchers. Useful if you haven't used your smokes, and enemy has caught your unit off-guard but you don't want to sacrifice your shooting for 5+ cover.
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==Equipment==

==Equipment==

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