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==Why Play Imperial Guard== Unlike the [[Space Marines|Mary Sues]], Guardsmen go to war wielding nothing more than the standard-issue [[Flak Armor|T-shirts]], [[Lasgun|Flashlights]], and [[Humanity Fuck Yeah|Adamantine Balls]]. ===Pros=== *'''Horde Units:''' While not as egregious or spammable as 30 man conscript blobs, you can now take 20 Guardsmen, a Command Squad with Attaches and Bodyguard, and a Named Officer, all in one unit. *'''Forge World Favorites:''' While Forge World is slowly transitioning away from making mainline models, you are the army with historically the most models made by them ever - like goddamn, you've got '''''TWO FULL IMPERIAL ARMOUR INDEXES''''' while many armies got only a couple models! *'''Designer’s Favorites:''' [[Robin Cruddace]], senior rules writer for 10th edition, loves your army a lot and guarantees this army will be one of the most balanced in the game. Expect a lot of favoritism from him as shown with artillery spam and a plethora of ways to kill. ===Cons=== *'''Regiments have been removed entirely:''' Following last edition's omen, a the vast majority of armies have been purged of most subfactions (except for all those [[Space Marines|snowflake chapters]]), the Index version of the Imperial Guard is strictly "[[Cadia|mixed-Regiments]]" of Cadians, Kriegers, and Catachans, with certain Regimental abilities (like [[Armageddon|disembark after moving]]) locked to certain units like the Taurox. *Your average Guardsman is as durable as a stale potato chip.
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