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Warhammer 40,000/Tactics/Imperial Guard(7e)/Kill Team
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==Why Play Imperial Guard== When recruits are inducted into the Imperial Guard, they are given four 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"), a large stack of toilet paper (which the recruiters refer to as the "Imperial Infantryman's Uplifting Primer"), 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 tanks, or a medium 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. But now you are in Killteam. Oh how so much has changed. Say good bye to those Leman Russ Tanks and Basilisks. Say hello to those few units you ignored in the big games. In Killteam, your going to need to use those 200 points wisely. You don't have the power armor that just about half your oponants will have, or the most powerful melee units of the other armies, or even the most bodies on the field. What you do have that the other armies lack is options and vesitlity. And the standard issue BALLS OF STEEL!!!
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