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Warhammer 40,000/7th Edition Tactics/Imperial Guard/Armoured Battlegroup
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==Why Play Imperial Guard Armoured Companies== First things first: "Normal" Guard armies get access to nearly all the same unit options as you do, though you can create a Battle-Forged army of tanks without so many taxes. It does mean that unless you field a lot of tanks, you may find that playing "normal guard" could be the more effective way to go. '''Pros:''' *Every single unit will use an Armour Value somewhere, making them largely immune to S3 and S4 weapons ''(depending on the position of certain vehicles)'', meaning that your opponent's compulsory Troops (or "Core") purchases get to sit around scratching their heads as you drive by. *Squadrons of Leman Russes that can secure objectives in Combined Arms Battle-Forged lists. Watch your opponent squirm with barely restrained [[RAGE]] when you park three Demolishers on an objective and dare him to take it from you. *More high strength pie plates than any other army. *Due to plastic tanks, ''most'' of the units can be acquired without resorting to Forgeworld. '''Cons:''' *Generally speaking, you'll have little to nothing to do in the Assault phase, and may have to watch in horror as your opponent casually latches meltabombs to your hulls. Even your units that can fight really won't stand a chance. *Without allies, you will have no psychic phase, or any form of defense against incoming psychic powers. *Leman Russ squadrons contribute to overkill, meaning that although you may certainly kill what you shoot at, firepower can go to waste. *Shit Stormtroopers. *No relics. *Lack of cheap infantry options means that you'll suffer for every unit you lose on the battlefield.
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