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Old 01-21-2008   #1 (permalink)
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Default HQ guide

HQ
For any army, Headquarters are often seen as the central head of the army. The commander of this force. Knowing this, it can be very very easy to get very expensive depending, but that depends on what you equip them.


The thing I like to remember when compiling a new list is that - Less is more
This is because in a game based on victory points, everyone will go out for the units that cost the most - so in this case, let it not be your HQ. The less you spend on this unit the better. At the same time it is important to make it effective.

Most people use a heroic senior officer and support staff (4 gaurdsman.) I like to add a flamer (no not my brother a guy with a flamer) to my comand squad but try to steer away from heavy weapons as it limits the mobility or the function of the weapos..... I also like to add a commisar to my comand squad although you do run the risk that he may just shot your officer in the face. on the oher hand a power fist and a bolt pistol in the hands of a commisar can be useful against tanks. Not the bolt pistol the fist.....

when mobilizing your comand squad.
it is important to remember that they are going to take shots so putting them in a cimera may be bennificial. you have a lot of options to arm it what works for me is the base armorment with a hunter killer missle with multiple attacks per round there is no need to go gun happy with the transport. The reason I say to use one in the first place is it gets them moble making it easier to get them from place to place to acheve objectives at the same time giving the unit valuable cover. Unless some rogue tank with a ordinance blows it up killing everyone inside.
walking them arround the board if fine if you do not want to use a transportbut be sure to take advantage of avalable covor as they will be fired upon.

as for choosing your armorment on the officer and advisors it is important to try to be sensable if you think you are never going to use it dont but it. I like to use a plasma pistol for the officer bolt pistol for the commisar power fist on the com power weapon on the officer. this combo gives bennifets against vehicles and close combat (a are of the game IG as a rule lacks in). I would like to expand on this more but I do not want to violate the site rules or GW copyrights. just pay attention to what you use and adjust the wargear accordingly



general stratagy
as a rule I would not use my comand squad to rush a unit of marines or genestealers with rending. but they are great for taking out eldar snipers if you can get close or tao units try to keep them in cover as much as possible IG saves suck. you can also use a infantry platoon in front of them to tie up enimy units in cc while they go to a objective area, conscript platoons are great for this. there gonna get sloughterd but if you get the cheese who cares. actually using conscripts in this way is a handy way to possition your army as a whole in a better stratigic possition.



anyone wishing to expand on this or comment on it is encoraged to do so

Last edited by Ikarus; 01-21-2008 at 01:24 PM.
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Old 01-30-2008   #2 (permalink)
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Default Re: HQ guide

one of the tricks that use is to rush my oppenet with ogryns and grenadiers and send in a platoon command squad
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Old 01-30-2008   #3 (permalink)
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Default Re: HQ guide

What is your opinion of a regimental banner? I am new to the Guard and currently play with one in my list. I have yet to use it in my three games.
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Old 01-30-2008   #4 (permalink)
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Default Re: HQ guide

it's very useful it helps when there are combats in the vicinaty and you also get to to rerole any falied moral tests within 12"
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Old 01-30-2008   #5 (permalink)
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Default Re: HQ guide

a standard (not a banner) can be useful in some situations but as i said earlier if you do not often put yourself in situations where they are useful than it is pointless to pay the points..less is more with gaurd. if you take a heavy weapon and the standard out of the a comand squad it is equivilant to a ratling or two. they auto hit on a certin number and wound on a certin number and this is handy when going against carnifix an dother multiwound targets. on the other hand if you often put yourself in situations where the standards bennifets are going to be used but do not want to move the comand squad arround a lot than a missle launcher and standard or even a autocannon in the comand squad may be useful. anything in the codex is useful in the right situations it depends on what you want ot focus your force on.....hope that helps
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Old 01-30-2008   #6 (permalink)
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Default Re: HQ guide

ok here is my comand squad for my 750pt army

junior officer 90pts
with
master crafted power wepon 15pts

plasma pistol 10 pts

refractor field 15pts

iron dicipline 5pts



melta gun 10 pts

master vox 20pts

vetrens x2 12pts

medic 5pts

standerd 5pts
total 142
ok bearing in mind that this army has a LR demo and 3 ogryns (incudeing bonehead) in it
i think i did well on pts
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Old 01-30-2008   #7 (permalink)
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Default Re: HQ guide

if it was me i would ditch the refracter field and the vetrin status and the VOX sence it does nothing in the comand squad anyway. and ger a squad of 3 or 4 ratling. but thats me
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Old 01-30-2008   #8 (permalink)
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Default Re: HQ guide

Yeah dump the refactor fleid and any vox casters.Their a waste.And un mastercraft your weapon and replace the power weapon with a fist and add a commissar just because their cool.
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Old 01-31-2008   #9 (permalink)
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Default Re: HQ guide

ok the vox caster lets you use the iron disaplineout of the 12" and you need the vetrain to use medics
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Old 01-31-2008   #10 (permalink)
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Default Re: HQ guide

what!? drop master crafting dont swear at me.

I see it this way, were going to lose the ability to master craft eventually so you may as well master craft now. Look at the BA and DA codices, no option to master craft at all so when the Guard codex gets redone its gone.

Drop the refractor field, the Vets as all guardsmen get boned by anything S4 and maybe the Plas pistol in favor of a bolt pistol. This way you save points and the unit can still do something in combat, maybe take a fist instead of power weapon. Oh and you know you want a techpriest with Honorifica Imperialis.
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Old 01-31-2008   #11 (permalink)
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Default Re: HQ guide

yes i do have a tech priset with Honorifica Imperialis. also you need to take vets so you can take a medic and a standered
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Old 02-04-2008   #12 (permalink)
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Default Re: HQ guide

I keep my CMD squad as simple as possible. HSO with a PWR weapon and a Standard bearer. And a mortor.... what you say? It keeps me from doing something stupid with my CMD squad. I keep them hidden and centralized if possible and lob mortar rounds to simply harass the enemy. Very simple and very effective. Some opponents will do everything they can to kill that mortar for some reason and planning for that has led o some wonderful traps.
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Old 02-04-2008   #13 (permalink)
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Default Re: HQ guide

ok my central commad squad has 23 attacks on the charge lets just say that can be funny when they charge an expencevie unit in combat with the ogryns
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Old 02-04-2008   #14 (permalink)
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Default Re: HQ guide

SSG very effective and that is what i was talking about if you plan arround using the comand squad as a trap unit which you obvioulsy have. and weponize them to that effect not only is it cheep but also a verry effective use of what few points you are using for them...
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Old 02-04-2008   #15 (permalink)
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Default Re: HQ guide

in tend to have one tooled up HQ squad and then the platton hq as are not as tooled up but you do have a ponit in small games i tend not to have relly tooled up HQ squads in games of 1000pts or more the 23 attack HQ squad gets used
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