Monday, November 30, 2009

Orders, Sir?

Orders are what really give Guard a chance in combat, and help us from being too inflexible. A well timed order has won me the day more times than not. Best of all, there is an order for every single type of situation.

Need to get rid of those pesky Tau Firewarriors who are hiding behind their cover, and mowing down your brave Guardsmen? use the Fire on My Target order. Used on some veteran snipers with an autocannon, and they will not only beat the Tau to a pulp, probably forcing a morale check, but the snipers are pinning. Best of all, with the order, there is little they can do to stop the onslaught.

Your men falling back, or pinned? Get Back in the Fight! order is perfect, now your men never have to stop fighting!

Need to hold that objective one more turn, and the men defending it are clearly going to take a beating? Use the Incoming! order. Perfect, if you got first turn, to deny your enemy that victory.


The other orders are very straight forward, but you get an idea of how to use them. Now the problem with orders is that Guardsmen are only leadership 7, so a little over half the time they work, the rest of the time, they fail. Also, Lieutenants can only give orders up to 12" away, so you have to have a pretty tight knit group, and your Lieutenant has to be able to slug it out with his men. Originally I had a shooty Lieutenant, but now I see it is much more prevalent to keep him advancing with the men. Now the easiest way to keep your units from failing to receive an order, is to give them a Vox caster, its only 5 points, so make sure, if you want to use orders effectively, you invest the five points. Also if you're like me, and don't really care for the model with the vox caster, fiddle around with some unique positions, also consider taking a knife to the Vox caster, and trimming it down to a smaller, more light infantry themed unit.

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