Gir- Lord of the dance or just abit of a charater ^^
HI! I'm gir, with all the idiotcy such a name could install, I'm recently new to gaia, forgot about it but now i'm back, to posion the water, burn your crops and kill your farm animals! ok mayby not but i can bite rather hardI'm 15, live in Bristol and if you don't think KillSwitch engage isn't the best band ever, i will fight you...*ninja swords* and lets add a air rifle, not lethal but rainbow paintballs will make you think twice -.^
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true their gun is a flashlight but if you point enough of flashlights at something it gets really hot. this is why the come in squads of up to 12 men. those men can then be made to carry special weapons, I can field 4 plasma guns 2 grenade launchers, a commander, and a radio communicator. All for the same cost of a space marine squad, which can carry a maximum of two or three heavy weapons. The only weakness of that squad is it's morale, so I add a commissar and that problem is solved.
then we have the vehicles, I personally use the tanks. The Leman Russ has not been the backbone of the guard for thousands of years for nothing, it is a tough old tank that can take the pain and dish it out. The basilisk which can lob it's shells across the board, including Earthshaker rounds, which (though they cost a bundle and need to be bought separately) can kill almost anything in a single shot, (with the notable exception of Greater Daemons or Grey knights).
Then we come to the most powerful tank available in the game, the Baneblade. 10 turrets, heavy armor, a turret capable of punching a hole through a bloodthirster, though it costs a lot the thing can beat a necron monolith if used properly.
lastly I get an entire squad of commanders instead of just one, though it is lead by the general. I prefer to combine the powers of Psykers, the fanaticism of priests, and commissar to keep them all in line.
the guard has access to snipers, psykers, priests, techpriest engineers, powerful Kasakin commandos, brutal ogryan, the guard has access to trillions of worlds, their men, their resources, their war factories, and if they are not being used properly in the name of the emperor the fault lies with the commander not the Imperial Guard. So send a commissar to put a bullet in his head.
Phew rant over, I don't like the perception that the guard are weak, people laugh at me when I choose them, but three turns into the battle, and I smash their "Invincible" Chaos Lord, his "Chosen" chaos marines, "eternal" daemons and "endless legions" of cultists back to the warp from whence they came.
They stop laughing.
Okay I'm done for real this time.
but I know pound per pound the Tau can shoot my guardsmen full of holes. but my men still outnumber them, and the tau are the only race the gaurd can compete with in hand to hand. (I found out the Tau don't focus on close up stuff easily, their eyes don't adjust fast enough.) as for kroot, they are a pain but nothing a heavy bolter or a Leman Russ can't take care of. oh and if you see an ethereal, kill it, the tau will be demoralized.
As for the hammerheads and other gunships, they are attack platforms, not defence. a good Lascannon or rocket will punch through them like paper. it's when they fire back you should worry.
lastly to the orks, Heavy bolters, lots of them, throw as much lead at them as possible, and kill the big ones if possible. snipers work wonders. oh and pray it never hurts to pray.
true their gun is a flashlight but if you point enough of flashlights at something it gets really hot. this is why the come in squads of up to 12 men. those men can then be made to carry special weapons, I can field 4 plasma guns 2 grenade launchers, a commander, and a radio communicator. All for the same cost of a space marine squad, which can carry a maximum of two or three heavy weapons. The only weakness of that squad is it's morale, so I add a commissar and that problem is solved.
then we have the vehicles, I personally use the tanks. The Leman Russ has not been the backbone of the guard for thousands of years for nothing, it is a tough old tank that can take the pain and dish it out. The basilisk which can lob it's shells across the board, including Earthshaker rounds, which (though they cost a bundle and need to be bought separately) can kill almost anything in a single shot, (with the notable exception of Greater Daemons or Grey knights).
Then we come to the most powerful tank available in the game, the Baneblade. 10 turrets, heavy armor, a turret capable of punching a hole through a bloodthirster, though it costs a lot the thing can beat a necron monolith if used properly.
lastly I get an entire squad of commanders instead of just one, though it is lead by the general. I prefer to combine the powers of Psykers, the fanaticism of priests, and commissar to keep them all in line.
the guard has access to snipers, psykers, priests, techpriest engineers, powerful Kasakin commandos, brutal ogryan, the guard has access to trillions of worlds, their men, their resources, their war factories, and if they are not being used properly in the name of the emperor the fault lies with the commander not the Imperial Guard. So send a commissar to put a bullet in his head.
Phew rant over, I don't like the perception that the guard are weak, people laugh at me when I choose them, but three turns into the battle, and I smash their "Invincible" Chaos Lord, his "Chosen" chaos marines, "eternal" daemons and "endless legions" of cultists back to the warp from whence they came.
They stop laughing.
Okay I'm done for real this time.
Oh well guard got it better than the poor ork players, they are about to get their first new miniatures and codex in about 7 to 10 years. all the heavy armored warbosses they have are converted off Grazkull.