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Warhammer 40,000/7th Edition Tactics/Imperial Guard/Armoured Battlegroup
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====Infantry==== Just like in regular guard armies your HQ infantrymen can issue orders. Though your basic command squad is only a junior officer unless you upgrade it. Still requires you to pass a leadership test in order to successfully use them. There are two special rules for rolling doubles of certain kinds: *'''Inspired Tactics:''' Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass. *'''Incompetent Command:''' Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you. The orders are as follows: *'''Bring it Down!''' - ''Senior Officers only''. Grants a squad Tank Hunters/Monster Hunters when engaging a Monstrous Creature(s)/Enemy Vehicle(s). *'''Fire on my Target!''' - ''Senior Officers only''. Grants a squad ignores cover ability. Suck it Tau, Orks, and Dark Eldar! Due to the specific wording, [[Cheese|it also applies to Jink saves]], because a Jink save just gives a vehicle a 4+ cover save. Dark Eldar Cardboard boxes, Jetbikers, and Eldar Skimmers can kiss their asses goodbye. *'''Get Back in the Fight!''' - ''Senior Officers only''. Lets you basically get a squad that's falling back or gone to ground to instantly regroup. If the unit was falling back, it does not make a 3" move like it normally would. *'''First Rank, FIRE! Second Rank, FIRE!''' - Your most frequently issued order, Rank Fire basically gives your Guardsmen an additional shot if they are using Lasguns or Hot-Shot Lasguns. There are few things that match the expression of the opponent's face when you get to roll 28 dice at the same time, which means that even at BS3 and Strength 3 (and possibly AP3 in the case of hotshot lasguns), the enemy is in the sea of possible pain. Use with combined squads for extra hilarity, and don't forget to ask your opponent if you can borrow his dice. *'''Move! Move! Move!''' - The targeted squad must Run, and chooses the highest result of three dice when doing so. For example, you want to run with a big blob and contest an objective? Your odds of making it within 3" are now better. *'''Smite at Will!''' - The Targeted Squad makes a shooting attack with the Split Fire special rule. Useful if you forgot to make a separate Heavy Weapon Squad with a specialized weapon set. *'''Forwards, for the Emperor!''' - The Targeted Squad makes a shooting attack and must immediately Run after making it. This is how you move those heavy weapon teams and still get their regular shots. Alternatively, move your guardsmen out of the way of your Tank so an enemy unit cannot declare 5+ cover from intervening models, squeeze off shots with this order, then bubble-wrap the tank again with the run move. *'''Suppressive Fire!''' - The Targeted Squad makes a shooting attack with the Pinning special rule. Due to the new Ork Mob rule and their horrendous Ld7, you are now matched with Eldar for anti-Ork capabilities by combining this order with your lasguns. Otherwise, all other armies have fearless or too high Ld for Pinning to really work. *'''Take Aim!''' - The Targeted Squad makes a shooting attack with the Precision Shots special rule. With 7th edition, it has been clarified to need a 6 to land a precision shot. Useful for piling up large amounts of wounds on a sergeant or model with a special weapon you don't want near your stuff, or pick out Chariot drivers in case someone was playing Daemons and thought that seeker cavalcade was a good idea.
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