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==Why Play Imperial Guard== When recruits are inducted into the Imperial Guard, they are given three things. Their regulation flashlight (commonly referred to by the troops as "lasguns" for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it "flak armor"), and ''the regulation extra large wheelbarrow'' that allows them to cart their massive brazen balls into battle. From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry, waves of badass tanks, or a mix in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all). That's why you play the Imperial Guard. Additionally, you are the second-most powerful army in Apocalypse, and the standard by which all other Apocalypse armies are measured. You are absolutely spoiled for Forgeworld choices with everything from the dinky little Lightning Fighter to the unholy death machine that is the Imperator Class Titan. And why is Chaos better than you? Because of a small footnote by the side of the Vindicator Linebreaker Formation. In short, it details that Chaos armies may use ANY AND ALL Imperial Datasheets as long as they have spieks on them. Building your Lightning Fighter wing? Chaos get that with their Hell Talon support. Imperator Titan? Chaos can subvert one with fuckhueg spikes. Fortress of Arrogance? Chaos Yarrick makes you his bitch. Daemon Lords? You don't get those. For once, Chaos is the one giving not receiving. So the only way to be better than the Imperial Guard in Apoc is to use Imperial Guard units plus daemonic bullshit. Still a win for IG.
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