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Warhammer 40,000/6th Edition Tactics/Imperial Guard/Armoured Battlegroup
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==Allies== With as many Leman Russ's as your have, killing stuff should not be a big problem. But for each tank squadron you take your not taking a troop choice that can score, conversely if you take armored fists for scoring, your not taking tanks to kill stuff. In a sense, having troop tanks hamstrings you in a way standard guard doesn't as you have to chose between firepower and scoring ablity. Ahh, but this is where allies can help you. Armored Battle group ally like the Imperial Guard so they can team up with everyone, and Battle Brother with Imperial Guard, (<strike>not sure how they ally with Kreig and Elysian,</strike> they are all considered as normal Imperial Guard and as such have same allies options and are also Battle Brothers with all of the other Guard variants). With this you can use the two allied troop choices to give you more scoring power with out losing any heavy tanks and while two squads of Space marines might sound nice you really want to ally with guard. One Infantry platoon can give you five infantry squads, heavy weapon teams, Special weapon teams, and a conscript blob all scoring. Stick them all in Chimeras for fluff if you want. On the other hand, the Armored battle group shines as a ally to another army. As stated they ally like guard, so any army in the game (except nids) that takes them as allies can take from a minimum of 2, (HQ and one troop) up to a max of 11 heavy vehicles counting the artillery from heavy support, commissar tank form elite, and taking air support or Hellhounds/Salamanders (for even more tanks) for fast attack. This howewer sucks a lot of points from your main detachment and only useful in large point games (where you can take double FOC anyway). Remember who your battle brothers with so you can use you Tank orders and leadership ten bubble on allies. [[Category: Warhammer Tactics/Old]] [[Category: Imperial Guard]]
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