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===Why Play Veteran Guardsmen=== *'''Pros''' **Kill Team is where the variety of the Imperial Guard can ''really'' shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army. Veterans in particular are perfect for representing super characterful Guard teams like the Last Chancers or Gaunt's Ghosts. **Assets allow you to be more flexible with your tactical choices with an option between artillery or some spare bodies. **Your Orders do not take up CP, unlike the Compendium guardsmen. **Confidants give you a little breathing room so that your order-eggs aren't all in one basket. **Real men's guns! Sergeants and Confidants can both bring boltguns, giving you some extra shooting power and letting your officers contribute to the fight if you'd rather keep them away from danger. **Between hand axes, confidant, bruiser and hardened veterans, you have quite a few more melee options than Compendium guard do. *'''Cons''' **Your entire army is pretty much guardsmen with their less than effective 5+ saves. **Still no heavy weapons. **Just like in real life, your assets are rather inaccurate compared to your lasguns. ***Speaking of, your lasguns remain the same flashlights as ever, meaning you'll need to mass fire if you want to nail things like marines. **Even with more melee options, your guardsmen are nothing spectacular up close and personal, and heavy hitting options like power weapons are still coming from your main source of orders. **Vets lack the numbers of regular guardsmen and the armor of tempestus. **You can't bring as many special weapons as regular guardsmen, and are stuck with just one of each while they can double up with their second fire team.
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