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H.Q. Units
"You can build the grandest ship, and have the bravest crew, but nothing, and no one, is more important than the Captain..." - Commissar D. Woods (written in high school). Your army must have strong leadership. Imperial Guard H.Q. units can be lead by Captains or Colonels (or whatever rank or miniature you choose to represent your leaders, but they will use Captain or Colonel stats). If you don't plan on using your HQ for much more than sitting in the middle of the battlefield and keeping your surrounding squads from breaking and running away, don't spend a lot of points on it. Personally, I like a powerful H.Q. unit. H.Q. units can be tooled up nicely, with lots of special weapons for blowing up tanks and slagging armored opponents. Your H.Q. unit can even be tooled up with lots of Close Combat gear, even Power Weapons, that ignore your enemy's armor, and cut them to pieces. The H.Q. is also very flexible with firepower. Aside from the 5-6 soldiers in the H.Q. unit itself, you can add Heavy Weapons teams to your H.Q. unit, Fire Support teams. Even more interesting, you can add a Sentinel Squadron to your H.Q. unit, to have some armored walker support. The HQ unit is a very flexible unit in your army. Try different styles of H.Q.'s to find out what kind you like.(You may even be brave enough to try adding a Commissar to the H.Q. Be sure to read the 'Summary Execution' rule...)
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