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Old 12-11-2007   #1 (permalink)
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Default Trademark items

As I am new to 40k gaming will someone guide me in the right direction here? If my Officer selects a "trademark item", his squad may re-roll failed morale tests. Does that apply to squads within 12" as well? What if the squad is under both 12" of Company Standard and Trademark item officer; does the squad get 3 morale rolls?
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Old 12-12-2007   #2 (permalink)
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As I am new to 40k gaming will someone guide me in the right direction here? If my Officer selects a "trademark item", his squad may re-roll failed morale tests. Does that apply to squads within 12" as well? What if the squad is under both 12" of Company Standard and Trademark item officer; does the squad get 3 morale rolls?
a) only the officer's own squad gains the benifit of the officer's wargear. wargear benifits never 'transmit' via other special abilities such as the 'leadership' rule or through a vox-nextwork.

b) you can only ever re-roll once! you can never re-roll a re-roll for any reason... (it's towards the front of the rulebook - mine's a little buried right now!)

welcome to the hobby and i hope this helps!
cheers!
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Old 12-12-2007   #3 (permalink)
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Thanks, this helps. I was tinkering with the idea of deploying closer to my own table edge in order to gain the maximum distance from my opponent. That being said, I want to minimize my losses to units breaking completely off the board.

Of course I have only played one full game with my IG and it was in the city against SM….wasn’t pretty for me.
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Old 12-12-2007   #4 (permalink)
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Thanks, this helps. I was tinkering with the idea of deploying closer to my own table edge in order to gain the maximum distance from my opponent. That being said, I want to minimize my losses to units breaking completely off the board.

Of course I have only played one full game with my IG and it was in the city against SM….wasn’t pretty for me.
well, you're going to learn that the guard is the type of force that really does require you to sacrifice large parts of your army to achive ultiment victory!

don't value your men's lives! the guard is all about being callous and cold - don't hesitate to throw an infantry squad or two into combat if it means your heavy weapon support squads will get another round of shooting in!
every guardsman is sacrifical in the end... all that matters is victory!

cheers!
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Old 12-12-2007   #5 (permalink)
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This is starting to go off topic, but I will ask anyway. Is the Hardened Fighters doctrine worth taking? My thought is to have three Veterans Squads with the Drop Troops capability: one as a counter assault, one as fire support and one as an anti-armor squad. It seems with the higher BS and WS, I might be able to get the most out of the special weapons they can carry. Any advice?
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Old 12-12-2007   #6 (permalink)
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This is starting to go off topic, but I will ask anyway. Is the Hardened Fighters doctrine worth taking? My thought is to have three Veterans Squads with the Drop Troops capability: one as a counter assault, one as fire support and one as an anti-armor squad. It seems with the higher BS and WS, I might be able to get the most out of the special weapons they can carry. Any advice?
personally, i don't find hardened fighters to be a usefull doctrine... it's quite expensive and all it really does is typically require your opponent to roll 4's on his/her to-hit rolls.

for the vets, i'd simply tool them out with a selection of meltas & flamers along with a mix of shotguns & pistol/ccw's and give the vet sergeant a power fist! you'll throw out a fair few attacks, plus you'll have upto 4 S6 armour save ignoring attacks as well!
above all, vets need to stay mobile because they are typically a high priority target for most opponents! (BS4 guardsmen with lots of special weapons are nasty!)

cheers!
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