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===Downsides=== Despite all the fluff and fanfare stated above, there is still some fundamental and fatal flaws that become much more visible when you look at the overall layout, tactics and mindset of the Mordians. First of which is their rigidity. While the Mordians boast a rather formidable wall of discipline on both the attack and defense, this often hinges on a rather strict and precise chain of command that can almost never deviate from the ingrained doctrine mindset within the Iron Guard. If that chain of command is disrupted in any way, this can lead to a Mordian unit being left in an exposed position or carrying out an order that has long since expired, and the Iron Guard will not deviate from it even if its uselessness and wastefulness is slapping them in the face. Also, the few units of veterans and tank squadrons that do exercise limited independent command make up only a small minority out of the larger force of dapper automatons. In short, their overall flexibility and initiative in battle is so lackluster, that it would make the Death Korps of Krieg die laughing. If the enemy is sufficiently protected in a void shielded hive city, it will be long and brutal, where Krieg would have the patience to starve them out and most everyone else could do shock assaults or at least sabotage the void shield generators if the planet is deemed fully lost so that the hives anti orbital fire doesn't shootdown the exterminatus vessel and the retreating transports due to being sufficiently suppressed. The Mordians would suffer horrifically and unlike Krieg that isn't the point. [[File:WH Faces (9).jpg|280px|right|]] Second is the types of opponents that the Mordians excel or falter at fighting. Whether it's the starving rioters or demonic onslaught upon Mordian itself, an onrushing horde of screaming Orks, a never ending swarm of Tyranids or even a more conventional mechanized force drawn up in formation, the Iron Guard is at its best when its grinding lockstep advance and perfectly orchestrated firing lines are allowed to be brought to bear upon their foes. Against other more 'tactical' foes such as the Tau, they end up the British during the Revolutionary War, there bright coats making them stands out against the background for every sharp shooter and skirmisher. Even worse, if they face an enemy that actively avoids a head on conventional confrontation in favor of hit and run strikes and stringing them out through guerrilla tactics, like the Genestealer Cults, some Chaos factions, or almost all Eldar factions, they end up like Napoleon's French Army in Spain and Russia. Lastly is the environments that the Iron Guard are deployed to fight in. Long story short, the more static and predictable the terrain and environment, the more effective the Guard can orchestrate its operations. But considering the ever treacherous and hostile landscape of planets such as Catachan or Tallarn, where the very act of being born on said planets is a rite of passage, their gaudy appearance, simplistic fighting method and widespread lack of operational initiative makes them ill suited to such campaigns. Overall, Mordian's shortcomings are a spectrum of rigidity over fluidity, with the Iron Guard firmly operating in the realm of rigidity. {{Template:40k-Imperial-Regiments}}
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