Warhammer 40,000: Dawn of War - Soulstorm

Warhammer 40,000: Dawn of War - Soulstorm

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J.S.T.- Luigi's Tactics for Imperial Guard in Dawn of War - Soulstorm (*W.I.P.*)
By J.S.T.- Luigi and 1 collaborators
Introduction:
Hello everyone remember that other Imperial Guard guide I made a while ago? If not I'll have you check it out I'll link it right below, check the guide out first and then come back to this page.

Here's the Link to the Guide you need to go to first:
https://steamcommunity.com/sharedfiles/filedetails/?id=1314011531






Back to this Guide:
Alright if you went to the link above and read all the way through it then......congratulations I'm LMAO right now. xD I made that as a troll obviously, now this time I'm going to be serious with this one I'm actually going to show you my tactics on using the Imperial Guard with you having a more modern and realistically simulated feel to them by using only normal human Guardsmen troops, tanks, bombers and actually still possibly win without using any special units with abilities. Also want advise all of you that this guide is long and there is a lot to read, but however I also provided a ton of pictures as well to the new comers of Dawn of War, everybody has their own kind of tactics they use in this game. In this guide I'll be going over my tactics and methods I developed of my own to combat the enemy forces as my most favorite faction, Imperial Guard.

Considering they're the only most normal Military you can actually have them using modern-day tactics other than the grim dark future of Warhammer 40,000 suggests you to do with using this faction, so after you read this those of you will either try this tactic out and see how it works out for you and may seem legit to you? Or some of you will have read my guide here and think of me as a Roleplaying ignorant stubborn idiot, but hey, haters are gonna hate and Ain'ters are gonna ain't.

I promise I won't troll any of you in this one though................




maybe... ;}






PLEASE STAY TUNED FOR POSSIBLE FUTURE UPDATES COMING. THANK YOU.
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About the Imperial Guard:

Small Bit of their Background:

Well so where do I start? Well, as we all know in the universe of Warhammer 40,000, in the beginning of the Imperium of human kind was rising the Imperial Guard has stood as humanity's main armed forces of protection. With dozens of billions of troops from millions and millions of different human inhabited planets all across the Milky Way Galaxy, the Imperial Guard is in no doubt by far insanely the largest and most diverse military faction in the galaxy. Every day humanity is constantly under siege by the most terrifyingly dangerous and monstrous hostiles that threaten humanity's way of life. As for troops of the Imperial Guard they are given no choice but to go up against the unspeakably most horrifyingly overpowered races that ordinary military forces would never expect to imagine. So we all know the Imperial Guardsmen soldiers are the primary or main Infantry units of the faction they're the big cheese you can say, but they just don't have regular Guardsmen Soldiers, they also got Karskin Soldiers and machine gun Fire teams that make up a large chunk of the Imperial Guard, which are the three units that I'll go over for this guide to use if you want your I.G. force to look more modern or more tactical looking and still possibly have a fair chance of winning. In a grim dark future of the 41st millennium, there are all kinds of threats that humanity has to battle, I won't go over all the races myself of what they all are in detail so I'll summarize them quoting the list below as to where all the other factions are at right now:




All the Other Races/Factions in a Nutshell:


The Following is quoted from this page ----> https://1d4chan.org/wiki/Imperial_Guard
I the quoted text right below NOT my writing, this is copied and pasted from this link above, these are the other forces in a nutshell explained in a dark-humorous manner, enjoy L.O.L:


  • Necrons: - "Ancient homicidal zombie robots that destroy the laws of physics with their tech and don't die even if they are nuked, and can r*** your tanks with their lightest weapon."
  • Space Marines: (I assume) - "Genetically-engineered killing machines."
  • Chaos Marines: - "The evil twin brothers of the aforementioned genetically-engineered killing machines, with a variety of evil powers, equally-evil goatees, and possibly being moving vectors of literal death."
  • Unknown: "Clad in power armor."
  • Possibly Orks: - "Extremely warlike genetically-engineered fungi able to grow bigger and stronger the more they fight."
  • Eldar: - "Manipulative space elves in possession of hyper-advanced technology and psychic powers, who can jump around while making shots that would make hardcore Quake players jealous."
  • Dark Eldar: - "The aforementioned space elves' emo, bondage-obsessed cousins, who like to meet interesting people, shoot them a little, then torture them for eternity."
  • Possibly Tau: - "Highly-advanced space pseudo-communists with actual Battlemechs and god-like firepower that rivals the Guard’s."
  • Possibly Tryanids: - "Mutant space monsters that come in such huge swarms that you literally run out of ammo before your guns can chew through half of them, and that also come in a wide range of shapes and sizes that all want to dissolve you into goo."
  • Special Units of the Chaos Marine Forces: - "Daemons that have a billion tentacles to r***, kill, and/or burn you, in no particular order."
  • Powerhouse Units of the Chaos M. Forces: - "Reptilian/insectoid abominations that kill you and mutilate your body for s**** and giggles."
  • Unknown: - "Skaven with a natural entropy field that makes things fall apart just by being in their general vicinity."
  • Possibly Space Marines: - "The guys that built ALL of your technology, and who have no qualms letting you die so their crap can be saved."
  • "Some unholy combination of the above."


  • Now here's the remaining Faction that the editor forgot, I'll try to translate this faction in his way of speaking so last but not least:

  • Sisters of Battle: - Psychic high powered p***** off feminists/nuns with guns women that couldn't be their super soldier dudes..........
I couldn't think of anything else to describe for them honestly.......um okay so anyway...last but not least...


And then finally, you have the normal kids on the block, ordinary, human, non-powered, soldiers that are equipped with nothing more than body armor+helmets and with fast semi-auto high-powered laser guns the Lasgun, and a handful of magazines. So considering this is that you should also know that all those memes about the Lasgun being a "flashlight"? well here's something to know that's interesting the Lasgun is actually as powerful as modern day lead bullet guns that fire ---> 7.62mm rounds <--- no joke I looked this up, and we all know how powerful lead bullet firing guns are in real life so I'll just name a few for example like the Kar98k, MG-42, AK-47 and the average Earth firearm shoots at either like 2,000 or 1,000 feet per second if I recall correctly well? guess what Laser rounds from the Lasgun is THAT POWERFUL if you get shot by that thing as another human in the limb you're will basically blow your arm or leg off. The better thing about the Lasgun as to normal ammunition is that the magazines are rechargeable so you won't really have to worry about running out of ammo while you're out there in battle which probably explains the reason why the Imperial Guard forces prefer to use Laser ammo rather than lead bullets because it's just as powerful as a "normal gun" and you can just keep cycling through all your Lasgun magazines and no worries of low ammo.

Wait so if the Lasgun's Laser rounds are like the 7.62mm bullets then why the **** can't ONE Guardsmen Soldier not even kill ONE SINGLE Enemy Warrior of the other Races with his Lasgun?!
Well? Here's the answer to that question: This is simply because the other races are freaking powerhouses that have the brute strength, the agility and powers to freaking tear a whole planet in half and armor or tough bodies to the point where it makes the Lasguns like BB guns to them so yeah with this factor not even a squad of 12 Guardsmen Soldiers can't take on 1 enemy squad of the other factions. The I.G. technology is pretty much a little more advanced than modern day technology. And all the other enemies are all overpowered to the I.G; the I.G. Soldiers are like 3 year old toddlers with NERF GUNS trying to fight against 300 POUND UFC BODY BUILDERS. You can imagine how that battle is going to turn out........Yeah....it's not going to turn out well...trust me.... The tutorial for the Imperial Guard quotes this saying: "You will notice in combat that Guardsmen are much weaker than the warriors of the other races and quickly lose morale and flee. This is because Guardsmen are ordinary men being asked to fight the most evil and monstrous threats in the galaxy. They require strong leadership to overcome their fear and fight effectively." So PLUS this factor as well is also the reason, your Guardsmen Soldiers are EXTREMELY WEAK, (*by default without any of the upgrades*) easily afraid, helpless, and yet they're ordered to fight and get slaughtered for the glory of the Emperor. Which also is like usually Guardsmen have to have Commissars, and all those super hero-like combatants to even stand a chance against the rest of the overpowered-god-like factions, so for this reason is why, I will show you my tactics on how to win with more realistic and modern tactics using standard troops, vehicle units. You can already tell this going to not be a troll like my last guide, so let's get to it! we got a lot to cover!
Original Defualt Effectiveness of the Imperial Guardsmen:

Imperial Guard Forces - Customized: JST - Planetary Defense Force (Warning Weak)


How weak the Imperial Guardsmen soldiers originally are, so by default Imperial Guardsmen soldiers have 160 Hit Points (*or Health Points it can also stand for*) and 100 Morale Points. That's right even Battle Sister soldiers have more HP and MP than what the Imperial Guardsmen soldiers have, that means Guardsmen are legit at the bottom of the Tier list of the all 9 factions(*or races*) in this game which to also mention that therefor all 12 of your regular Guardsmen soldiers all together have 1,920 HP and 100 MP as a whole squad of 12 men. Now however, after you've research every upgrade from the Tactica Control your 12 man Imperial Guardsmen Squad will reach all the way up to 3,000 HP and 350 MP maximum as a entire squad. Okay so that's still really low compared to *most* of the other factions/races but trust me it does make a big difference actually. I want to show you another example of what it looks like when you have your Guardsmen troops staying with 160 HP and 100 MP their default or original Tier. So that whole statement of the Sisters of Battle being the weakest faction in this game is well...correct but also incorrect, don't believe me still? Well here's proof to show, take a look at the background the pictures below and tell me if I'm wrong.



I.G. - JST Planetary Defense Force (Warning Weak) __vs__ Sisters of Battle:

Battle 1:

Elapsed Time Order:

Screenshot 1:



Screenshot 2:



Screenshot 3:



Screenshot 4:


Outcome from the 1st battle only using Guardsmen and NO upgrades or anything else than Chimeras for vehicles:
This is was literally all that was happening for the past 49 minutes of constant fighting, I couldn't push the Sisters of Battle back at all, I lost just over 1,300 troops that's also including maybe almost a hundred Chimera Transport Vehicles and a few enginseers in that amount of units dead so at this point because of the fact I limit myself of what I have myself use with this scheme of the I.G. I obviously couldn't keep up the fighting I ran out of self motivation having the same outcome every time I advanced my troops. I gave up fighting that battle and aborted the mission, leaving it a Stalemate and nobody won. There were actually only 2 TIMES at ALL that I've ever won against the A.I. using this scheme and using this terrible tactic of STRICTLY only using Guardsmen, Chimeras and the Aircraft Bombers and both times I had the A.I. on Standard....yeah you heard that right, A.I. on Standard difficulty, I've never won against A.I. any higher than that, battles like this above is actually normal battles I have with playing as the JST Military (Warning Weak) scheme which the A.I. was on Standard in this battle you see above by the way. So this is a good example of what you shouldn't do ESPECIALLY ONLINE everybody will freaking get P.O.ed at you for doing this so I recommend you don't do what I do with the JST scheme.





I'll show you the next battle I just did on 8-16-2020 this battle had the same outcome as the previous battle basically, the only differences were well...okay I'll just show you.


Battle 2 Scenario:

- the 73rd, 104th and 107th JST Planetary Defense Force Infantry Regiments are sent in along with the 28th JST PDF Armored and 201st JST PDF Air Cavalry to try and make a counter attack against this unknown S.O.B. scheme that has wiped out the previous 106th JST Infantry Regiment and 59th JST Armored.




Screenshot 1





Screenshot 2





Screenshot 3





Screenshot 4





Screenshot 5





Screenshot 6





Screenshot 7





Screenshot 8





Screenshot 9





Screenshot 10


Outcome of the Counter-Attack Attempt:
Welp... in this battle the only differences were that the battle lasted longer.... I almost actually pushed them back and reached the enemy base this time but the JSTs all got killed shortly after they reached to the enemy base, then my forces got pushed back again and got overrun and ran out of resources to call in any more reinforcements.....the battle actually ended this time but it went on for a lot longer than the first battle so the battle report was this:

JST - PDF's Casualties: 3,149 troops dead, APCs and Bombers destroyed.

Unknown SoB scheme's Casualties: 475 troops dead and Vehicles destroyed.

Yep...you heard that right 3,149 JST troops and vehicle crews dead and the the enemy didn't even have anywhere close to what my force had, that's how much weaker the Imperial Guardsmen troops are, they're literally PDF soldier status, you know.... like the Tartarus Imperial Guard PDF from the very first Dawn of War 1 game.


So don't have your men be a bunch of J.S.T. Soldiers or any Planetary Defense Force - Imperial Guardsmen or else your troops are bound to all die........unless you have No Limit Mod then you can win actually doing this but that's a totally different story. Alright well now it's time to get to the point of this guide, the rest of the next sections are going actually cover the main strategy aspect but first you have to know what units I use as the Imperial Guard So let's go over that.



Date Stopped: 6-11-2018
Infantry Units & Weapons I Use:

Imperial Guard customized scheme - (Earth: United States Army)

So this is the scheme I will use for these two next sections for showing you what units I usually use for a more modern and normal military feel and still have a possible chance of winnig.





Imperial Guard Infantry Units - Normal Soldiers Only:




Guardsmen Squad:
As you can see here they're the primary unit of the Imperial Guard's infantry units that you start out with. "OH JEE LIKE NOBODY FIGURED THAT SHERLOCK." These guys I usually will almost ALWAYS use the whole time because they're the cheapest combat to replace, and they reinforce FAST and it's only 20 requisition to reinforce fallen Guardsmen Soldiers in the squads. If I know I won't have enough to I always call these guys in because I can save resources when calling these guys in, and I'm that kind of player that tries to send in as much troops as possible rely on constant reinforcing the Guardsmen Soldiers and 20 MAX-FILLED Squad Capacity with a platoon of 120 Guardsmen Soldiers at all times when possible to have any chance at all against the Powerhouse factions that rival the Imperial Guard. The funny thing is with these 3 expansions of Dawn of War 1 is that originally there are 15 normal Guardsmen Soldiers in a squad but as for this there's only 12 regular Guardsmen, I don't know why I wanted to mention that but just seems odd to me that they did that. But that's not important.......I guess...





I.G. Heavy Weapons Team:
These guys are nice to have, I use these guys fairly on occasion they throw a ton of rounds at the enemy so much like it's 1944 on D-Day at Omaha Beach which is what I like; plus I like the fact you can upgrade their machine guns so you can counter against different enemy unit types such as Infantry, Heavy Infantry, and Light Vehicles...and possibly......medium vehicles? Okay most likely not that's still pretty good though considering they're just a heavy Infantry gunning team. Now there are only a few things why I kinda end up forgetting to use these guys, first off they're not unlocked at the very start they unlock at Tier 2 if I recall correctly, second they're way more expensive than the Standard Infantry units (for an obvious reason of course) and they also take a little bit longer to call in for reinforcing as well which, but their sheer firepower they bring makes up for that. Except for when if the enemy is charging at full speed strait for your base? If you're about be under attack, you better hope that at least 2 Heavy Weapons Teams are ready and in position on time. However none of the less as far as holding down your position and giving your Standard I.G. troops fire support these units are one heck of troopers to have, Emperor of humanity approves.





I.G. Kasrkin Squad:
The Kasrkin I.G. Soldiers I do like to use them, these guys are good to have because who doesn't like to use them? If you want firepower and more elite Guardsmen soldiers then these are the guys to use. they do more damage, more HP, a higher M.P. (Morale Points) and give them weapon upgrades and *BAM* there you go, whenever I get the chance or whenever I remember to call the guys in I don't hesitate to do so. The only down side though is the you only can have one at a time, but they can take a bit more damage than the regular I.G. soldiers for an obvious reason, but I have to say do to the fact that I always forget to use them when they're need I end up rarely bringing them out, they're great to use when among the numbers of the I.G. Infantry units, bringing extra firepower against the enemy.





The Commissar:
Okay so they're not Guardsmen Soldiers but I've grown to use them bacause they give the troops more and a better morale rate and they give the Guardsmen Squads they're paired with less damage from enemy fire as well. So these guys I always get, you can only access the Commissar when you have either have a Tactica Control built or an Infantry Command built, I use these guys all the time for my infantry units to stand a better chance against the opposing factions that I go up against......eh-hem all factions.....so with this factor in no doubt Commissars are vital for this battle tactics I use as Imperial Guard. I have a different method with the Commissars with the I.G. infantry units but I'll go over that later in the guide.





Grenade Launchers:
Now obviously you can pick either one of the weapon upgrades personally for me I like to use the Grenade Launchers because it knocks over the enemy and disrupts them fighting you and advancing to your position, plus you already unlock the grenade launchers as soon as you build the Tactica Control. So for this reason I end up just happen to decide to stick with the grenade launchers because it's the first thing you unlock, it's just more of personal preference from my experience.





Plasma Guns:
Now however the plasma guns are good to have as well because they handle well against certain types of infantry, putting tons of damage on those powerhouse maggot scum bags that oppose the normal humans of the Imperium. Plasma guns are good for doing lots of damage and they're just as cheap as the grenade launchers, but you don't unlock these until you research the weapon upgrade the in the Tactica Control...or it's the HQ being upgraded to level 2.....it's one of the two.




Vehicle Units I Use:

Chimera Transport Personnel Carrier (T.P.C.):
The Chimera T.P.C. is the very first vehicle I use always when in early game mainly because this is the first, only vehicle that's always available from the Mechanized Command, and it's the fastest vehicle to call in and it's the cheapest vehicle as well, I use this for three things: 1, light armor support for the infantry units when in early game. 2, transporting troops and mostly Enginseers to strategic points and relics that I'll just barely have taken held and 3, in late game I'll use them for the front line vehicles to protect the the higher Tier vehicles in battle but other than that these are the only times I use these vehicles which is generally pretty often in early and mid-late game for increasing the numbers of vehicles and still have the most high tier vehicles, but it really depends on the situation and the amount of resources I'll have left, so it very's with me, but on occasion, I'll use these vehicle units.






Hellhound Tank:
Or if you're extremely modest like me and want to call it the "Heckhound" instead then you can, or you can still just say it by it's exact way...you know what just call it which ever name you want to call the dang Flame-Thrower Tank is called/named. Anyway so as for these types of vehicle units I use for two purposes, my first reason and time using the Heckhounds is when either the enemy is just outside of the borders of my base and swarming into my territory heading for the heart of my base and need vehicles fast and have an unlimited amount of the same vehicle ASAP? Then the Heckhounds are my emergency tanks in that situation, now however I also use these kind of tanks if I'm finally sick, tired and just had enough of constantly losing all the other vehicle units and happening to constantly go back to the Mechanized Command buildings then I'll resort to the Heckhound tanks to have a non-stop on-coming waves to support the infantry units or remaining vehicles that may be left where the fight is going on, so I use them also for convenience as well. I use them as my emergency\convenience vehicles for the Imperial Guard when times are desperate and need to push back the enemy back with numbers.


Wait The Sentinels Are Like That Too:
That's true, you can have an unlimited amount of Sentinels as well, in fact I actually used Sentinels for the longest time when I was playing as the Imperial Guard in this game. Then I switched over to the Heckhounds as my emergency/convenience vehicle units due to the fact I've grown to like them more than the Sentinels. So I almost like never even research them now which is why I didn't screenshot it but if you guys want me to make a screenshot of the Sentinel for this guide let me know and I'll upload picture of one. Actually now that I though about it as I was typing this statement here, maybe using both the Sentinels and Heckhounds for emergency\convenience vehicles. Hmm, I'll have to try that actually and see how well that works out.





Basilisk Artillery Tank:
The kind of vehicle unit perfect for bombarding the foes that are too overpowered for your infantry and lower tier vehicle units to handle, this is when they are most convenient to me is taking out Powerhouse units are overwhelming your I.G. force, however they can't take very much punishment, so for this reason I usually only use them for holding down my base if I know the enemy is coming and my only option is to set up a massive defense in the on-coming directions that they're coming. The second purpose I'll have these out for is giving my I.G. units some extra firepower of bombardment plus the extra good measure of the Earth Shaker Rounds that absolutely tear apart heavy hostile units for not good but great measure. However generally though I on occasion usually don't really end up using them that often out in combat but I sometimes do though just depending on the situation.


Date+Time Stopped: 6-12-2018 - 11:50pm
Date+Time Continued: 6-13-2018 - 9:46am




Marauder Bomber:
The one and only Aircraft unit that's available in this game, and i have to say I use this quite often for it's firepower, and it's napalm and bombing airstrikes that brings, on different types powerhouses. (Although it's mostly only very effective on normal infantry units) but it's still more effective than the previous vehicle units, as for this vehicle is unlocked at Central Command Tier 3. I use these out on combat advancement with the units that roll out to the fight to support all ground vehicles and infantry units from above, I call these in when I need extra air support for my troops and tanks for more firepower. So I personally will use these fairly often out on the battlefield when I get the chance to.





Leman Russ Battle Tank:
My number #1 Tank unit out of all of them, all purpose tanks for all situations on the battlefields when facing the overpowered factions of the grim dark future. As soon as finsh getting the Full Scale War research done I don't freaking hesitate at all to get these called in I'll get them out ASAP cause these mo-foes freaking do work all day every day. I use these tank units all the time in battle just simply because they're good, they have three huge bolter machine guns, two on the sides, and a machine gun on front, it makes me think of the M1A1 Abrams Tank but except it only has two machine guns and they're both on the top...plus the M1A1 Abrams is actually more powerful than the Leman Russ actually....but the Leman Russ is still great tank obviously it does the job and gets it done. And last but definitely not the least......





The BANEBLADE Tank:
If the Leman Russ Tanks, and all the other vehicle and infantry units can't fight the battle still? Then that's is where this monstrous huge freaking mo-foe comes in to help my I.G. forces take on the overpowering factions and annihilate both normal sized and giant motherfreakers. They take some time to get called in when it's available but once you get the Baneblade tank out to give the highest of the highest sheer numbers and firepower from both the armored units and infantry units to complete it. I use this tank for helping my force to push the enemy back when I need to, this tank just does work 20 times better when paired with the rest of your forces and that's something none of us here denies. As for this fact I always use the Baneblade when there's enough vehicle cap available, enough resources, and enough time.




J.S.T.'s Tactic vs A.I. Standard Difficulty:
Date+Time Published to Friends Only [Spelling check purposes]: 6-13-2018 - 7:30pm

Date+Time Stopped: 6-13-2018 - 11:07pm
Date+Time Conitnued: 6-14-2018 - 1:33pm



Part 1: Going In Deployment




Imperial Guard Customized Scheme: (Earth: U.S. Marine Corps)

In this section I'll now be using this custom I.G. scheme to show you how to use the Imperial Guard with a more normal military looking force and still have sustainable tactics for standing a chance against the enemy. So I'll take on the enemy A.I. at the same map, same difficulty and same faction that the JST soldiers got wiped out by. I'll also be using it with the resource rate at high, and the starting resources at quick start like I had with the battle that the JST soldiers lost in.




Battle Scanario:
The unidentified force from the Sisters of Battle wiped out over 6 JST Regiments like the weak, scared, fragile, sensitive, frail, and poorly trained scrawny clones they are. This unidentified force of the Sisters of Battle are assuming and underestimating that the United States Marines are probably just like JST Clones, the Marines soon catch them off guard and prove them wrong.






J.S.T.- Luigi's Tactics and Methods - Part 1:



Battle Has Now Started:
Okay so now it's finally time to get into the official strategy; in the early battle considering you already get that one Enginseer there's two ways you can start this with calling the Techpriest Enginseers and Guardsmen Squadrons from the Central Command Building.
Here's two orders you can do it in:
  • - 3 Guardsmen Squads, then the 2 Techpriest Eginseers.
  • - 1 Techpriest Enginseer, the 3 Guardsmen Squads, and the last Techpriest Enginseer.
Now one of these dispatch orders actually works a lot better for this type of scenario of my U.S. Marines Counter-Attack on the Sisters of Battle, can you guess which one will actually help? Hint, stop reading for a moment and take a look at the picture above. Alright now that you looked at the picture above you can tell that the second option works best for this scenario because you can build both a Tactica Control and an Infantry Command, this is helpful for when your 1st Enginseer is building either the Tactica Control or an Infantry Command and you can have the 2nd Enginseer build the other.







Tactica Control then a Infantry Command:
Fighting the enemy A.I. on Standard, resource rate high, and starting resources at Quick Start. Take a good guess what the enemy is going to do, starting to dump troops to the direction your direction where you force and you base it at. Because of this fact, I'll tell you this right now as an Imperial Guard player this is the advice I picked up YOU HAVE TO BUILD your FORCE as FAST as POSSIBLE and BUILD STRUCTURES A.S.A.P. So with the second option of dispatching the units from above this part of the section; building the Tactica Control is the first option and by this point you're having your 1st Enginseer building it? The 2nd Enginseer should be about to come out of the Central Command to build the Infantry Command while your 1st Enginseer is still building the Tactica Control....the Tactica Control takes a bit of time to build.....







Guardsmen Squads Now Arriving:
Okay now that the first Guardsmen Squad has showed up you know should know what the two first things are to do. Reinforce that squad A.S.A.P. don't wait the enemy is most likely coming toward your troops and your base right at this point so hurry and reinforce that squad RIGHT NOW don't hesitate.

Oh and another extra thing to know that helps as well: that Central Command's Rally Point Pole you see in the picture above? Place that right next to the structure itself that way when your units from the Central Command comes out they won't be scattered everywhere at your structure(s) and they'll all be concentrated in one spot.


In fact go to your Infantry Commands and select them while they're still being constructed, take your Rally Point Pole and place it over right next to your H.Q. Place it at the front side of the C.C. so your other Imperial Guard Infantry units will all start to be coming from the structure to the Rally Point can also be concentrated at one general spot. In this manner you'll be able to select your infantry units easily to reinforce them completely.







Upgrading Your Guardsmen Squads + H.Q:
At last the Tactica Control is finally finished being constructed, now the Guardsmen Soldiers can now be upgraded with ha-ha obviously my personal favorite the grenade launchers which is the 1st thing I do as soon as it's constructed, and the research you see above to improve your Guardsmen troops and get them out of their original default effectiveness Tier to stand a better chance against the enemy that your men are going up against. Now the order of which of the two first researches you pick first from the Tactica Control doesn't really matter you can pick either the "Death Before Dishonor" Guardsmen Soldier's upgrade....


....Or the "Battle Armor" G.S.'s upgrade they both improve the I.G. soldiers is a different way which one is just as beneficial as the other, soon my opinion it's more of personal preference to be honest. I won't really go into detail of what the researches do because there's already an official guide on the Imperial Guard that explains what all the researches do which D.o.W:-S. players like me and you have already seen that guide or just know from playing the game a lot. Which for those of you that are new to Dawn of War all that you new comers and I need to know that's important is that all the upgrades from the Tactica Control you research will greatly help improving the I.G. soldiers effectiveness when going against the enemy infantry units.
Part 2: J.S.T.'s Tactic vs A.I. Standard Difficulty:





Part 2: - Building up Your Force for This Tactic:
Now that when you've constructed the Tactica Control and or the 1st Infantry Command depending on which one you picked, you can pick from the two things of the following, I'll list the two options you can pick from I'll list the two options below and can choose whichever orders that suits with you:
Two Dispatch Orders:
  • - 3 Commissars, then H.Q. Tier 2
  • - H.Q. Tier 2, then 3 Commissars
Now for me personally I like to pick the second option as my personal preference mainly because of the fact I'm all about setting as many regular Guardsmen soldiers and weapon upgrades asap. Which therefor I usually go with the second option cause I want to have all 12 Guardsmen in their squads and getting access to the next upgrades from the Tactica Control for this tactic I use.


Date+Time Stopped: 6-14-2018 - 11:26pm
Date+Time Continued: 6-15-2018 - 9:35pm



Now as soon as the H.Q. Tier 2 is researched well....it's pretty obvious, I freaking hurry the crap up and go back to the Tactica Control and research or get the last upgrades for the Guardsmen Squads so they're at their 3rd level of combat effectiveness, and considering at this point I already will have the "Death Before Dishonor" and the "Battle Armor" upgrades. I personally get the next three upgrades that are left for the Guardsmen soldiers so they can get more upgraded firearms in their squads and be at their full effectiveness.
This is the Orders to do it in:
  • - "Satellite Targeting Resolution", "Weapon Speciallization", and "Will of the Emperor"
  • - "Will of the Emperor", "Satellite Targeting Resolution", then "Weapon Speciallization"
  • - "Satellite Targeting Resolution", "Will of the Emperor", and "Weapon Speciallization"
Personally me I always go with the first option mainly for the fact I want to increase the firing range on the Guardsmen soldiers and max out their amount of weapons in their squads from 3 to 5 upgraded weapons.




Mostly because by this point in time the 3 I.G. squads from the H.Q. all have already been dispatched and already have them on the move capturing and taking Strategic Points, Critical Locations or even Relics, or any or all of the above by this point, so I'm more about getting as many I.G. troops asap. That my friends is why I'm about mass numbers and sheer firepower for my tactic and method, everything I'm going over in this guide so far plays a big part to the main part of my tactic in combat for the I.G.






That's Right U.S. Marine! Raise That Flag like your Branch did In World War 2 at the Battle of
Iwo Jima!




Capturing Resource Points and Building Up your Forces at the SAME TIME:
So anyway this is already obvious you should be having your I.G. squadrons capturing Strategic Points, C.L.s and Relics. However at this place where I had the U.S. Marines Counter-attacking this unidentified force of the Sisters of Battle, there's no Relics here so keep this in mind that some places you go fight at will not have Relics or not have Critical Locations which can actually effect how fast you can build up your forces, so keep this in mind as well.


So you can see getting in two the pictures above while you're building your base you should also be moving you troops to take the the Resource Points ASAP, and reinforcing them to max weapon upgrades and to full strength to all 12 Guardsmen soldiers doing all of this AT THE SAME TIME this tactic is about moving as fast as possible cause the enemy will be on their way to attack. I'll explain this most important KEY tactic for reinforcing the I.G. units and you can do this for both the I.G.'s infantry and Vehicle units. In fact I'll explain it in it's own paragraph.


Okay so look closely at the picture right above you can see that in the tab where there's two glowing boxes on the Imperial Guardsmen squad where you reinforce your squads, so usually you left click on those boxes to reinforce your troops. However, instead of doing that, (* you're going to RIGHT CLICK on BOTH Add New Squad Member and Weapon Upgrade BOXES. By doing this with your Guardsmen squads will activate what I call the "AUTO REINFORCE" which automatically reinforces your troops! I soon as I was told this I've never left clicked on the I.G.'s reinforcement boxes anymore. Ever since then I've always used the AUTO REINFORCE for the Imperial Guard since then.




Getting Ready for the Attack A.S.A.P:






So by now your base should already have built this shown above. Plus you also should have already been building Listening Posts, building Bolter Turrets and Plasma Generators, as well as starting to build the Mechanized Commands now the you have upgraded your Central Command to Tier 2.







Protecting Your Buildier Units While Contructing:
As for another thing to know as well when getting the Listening Posts and Bolter Turrets built for defending the outskirts of the area of your base, you should get your Guardsmen units now and have them take defensive positions where the Enginseers are building the turrets and Listening Posts. You want to always protect your Enginseers while they're building the turrets and listening posts, that's essential for this tactic if you try out this tactic and remember you should be building up you forces and your base FAST AS YOU POSSIBLY CAN as the Imperial Guard with this tactic.







The Commissar:
Now these guys I always use now and for the longest time actually when I first played this game I used to never use these guys at all, yep you heard that right I never used anything else from the Infantry units other than Guardsmen. But that was way back in the day, as time went by I finally got out of my ignorance a little bit finally decided to use them considered that even though they're not normal soldiers obviously but they increase your morale by a lot though, giving you a much better chance against the enemy powerhouses.
Part 3: J.S.T.'s Tactic vs A.I. Standard Difficulty:
Part 3: Preparing to Finish the Defenses:





Well you know to do with the Commissar obviously, go attach him (*or them*) to the Guardsmen squadrons A.S.A.P. and remember to RIGHT CLICK on the reinforce squad boxes that are glowing white in the picture above. That's how you know that the AUTO REINFORCE is activated I can't stress this you all enough you need to do this playing as Imperial Guard, especially for this tactic that I use when I play as this faction......which is all the time.....







The Enemy Is Coming Now:
Well crap it's about time the enemy A.I. finally starts to come, like this battle with the JST Military I used they rushed me within the first minute & 1/2 of the battle.....which is kinda odd, I don't know why the enemy waited longer to attack my forces this time, maybe it's because they react differently when you don't upgrade your forces at all. They probably take that to their advantage, when you're slow and not doing anything else with you force, so let's take this to a more story telling perspective just real quick: They probably quickly realized that I built up my force so freaking fast in such a short time that they probably figured it wasn't good idea to go on the offensive right at the start so they decided to go in and just try to poke the U.S. Marine's Base with a stick. Welp? The Enemy is sorta going in now at this point, now you should already have had your Infantry platoon guarding the entrances where they could start to be coming from while you're still building your building defenses as shown above.


Um............crap.....I didn't see this when I was doing this battle..........this is EXACTLY WHY you should always be building Listening Posts on all of your strategic points that you capture. So don't forget to do that!........Like I just did......


Keep Building all six generators a Thermo Plasma Generator as well, you're troops are guarding the edge of the base's defense line so you're in the clear but freaking hurry still, DON'T BE A SLOW POKE! Unless you want to have mayhem coming to you when you need to get more resources, so BUILD FAST AS ****!








Making Sure Your Troops Are All Reinforced:
Make Sure you Guardsmen squads in your Platoon are all maxed out with all 12 normal troops and three of your squads have Commissars so that they'll be ready for the incoming attackers. Obviously they haven't attacked the left entrance to my base but you always want to act as if they are going to attack from both entrances to your base.



Wait, Where are the Sergeants? They're Normal Soldiers Too, Are They Not?
Well of freaking course they're normal soldiers! They wear the same thing as as the normal Guardsmen squad members, they just have a sword and a Laspistol......and they don't wear helmets...but they're obviously normal lads like their fellow regular squad members still, the only only reason why I tend to not have them personally is because they take longer to call in than a normal squad member. I'm all about calling in reinforcements as fast as freaking possible with no waiting. However if you want you can call in sergeants if you want it's up to you, either way with this tactic I'm using you can still do fine without them, it's up to you really.






Calling In The Vehicle Units:
Okay so Now you're Mechanized Commands should be done by now, you should have already built 3 of them by now AT THE LEAST for this tactic to have. Now the reason why I say 3 at the least in because places like the one I was at in these pictures of this battle doesn't have have Relics here. So which in this case therefor there's no point of constructing the Mars Pattern Command cause the Baneblade wouldn't be available anyway.


So to make up for this I recommend building a 4th Mechanized Command that way you can have as much vehicles come to reinforce your Infantry platoon as often and have them as fast as possible. I only stuck with three at this battle, although if you don't then that's alright because having three new vehicles come in at a time to reinforce you infantry platoon out in battle. However if the enemy were to come charging at your base full force, then you would need to build like at least one more Mechanized Command so you can have 4 vehicles come out at a time to try to stop or hold the enemy from entering into your base.



Date+Time Stopped: 6-15-2018 - 10:17pm
Date+Continued: 6-16-2018 - 6:51pm

Alright so now you should pretty much already have finished building your main base now. Once you build your Mechanized Command you should already be starting to upgrade your H.Q. to Tier 3, so you can access more vehicles, the first there you should obviously be researching ALL of them instantly without any hesitation cause you'll need to be ready for the enemy coming for you. So be sure to get vehicles out cause in this tactic for the I.G. you vehicle platoon will play in a BIG PART for going into battle since you'll be using only normal soldiers in your infantry platoon.







Here They Come!:
No worries though your troops are in position ready for them to poke your defenses with a stick.

Date+Time Stopped: 6-16-2018 - 11:28pm
Date+Time Continued: 6-18-2018 - 10:00am

Which in other words you're ready for them to start coming at you, well hopefully but your while your turrets and infantry squads hold the defense line I did notice the enemy will try to take your Resource Points to try break your formation. What I found out doing this battle was to not worry about the enemy A.I. taking your resource posts cause once you know your defense line is good enough you can just simply retake it.



The enemy is running form your defense, you can go retake the lost posts that they taken from you, this is why it's always good to have already everything done being built. And by this point in you already should have your vehicle units coming to support now & I won't stress this enough.
Part 4: J.S.T.'s Tactic vs A.I. Standard Difficulty:
Part 4: How Powerful (*Are or Will*) be Your Troops In Battle Using This Tactic:




Comparing Your Troops to the Enemy Factions:
So you can see in the screenshot above that's the effectiveness that you'll in this tactic, unless you decide to add a sergeant in your squads then your morale will be a little bit higher than that. You'll notice there's 13 guys instead of 12 this squad obviously has a Commissar in it so that's why the morale is 550 as well. Now the 12 man squads have 350 M.P. so that's alright it's not bad actually if you think about it.......okay it's not that good compared to the other races but it's better than what the Guardsmen squads have ORIGINALLY without their upgrades. So it's definitely an improvement for sure considering the Guardsmen Soldiers when not upgraded at all originally have 100 MP and 160 HP.


You can see in the last previous screenshots
Now let's take a look at what the enemy force has real quick:




Oh......Uuuum:
Okay then so they're above the Guardsmen Soldiers still but there's one thing about using my tactic that you'll be using that's essential for going up against the enemy faction/race but I'll go over that in Part 5 of this topic. Plus you still have numbers over enemy, however every enemy race is different from the other so I always keep this in mind when going up against a certain factions/races.









Reminder:
Build those vehicles Imperial Guard players I won't stress this enough your troops are going need them and do it A.S.A.P. I can't stress this enough cause I have a friend that plays as the Imperial Guard with me and he doesn't do crud with his base, he doesn't build defences and he hardly builds anything I always have to tell him to keep building and capturing and even then he still doesn't do it....I mean he recently got the game so he's new to Dawn of War still.


If you're new to Dawn of War like my other friend, I'll tell you all this to learn that's important remember ESPECIALLY being the Imperial Guard:

BUILD FREAKING FAST AS HECK? - OR YOUR I.G. ALL DIE.








So as always as all of you should already know retake the posts the enemy took form you. If you've noticed in the screenshots earlier on the mini maps I had the Fog Of War turned off and on for a little bit cause I wanted to see what the enemy force had when I was actually fighting them. In case of any of you were wondering about that.


Research all vehicle units as always and do this A.S.A.P. you need to for this tactic that I use playing as the I.G. well if you decide to try this tactic that is.








Vehicles Arriving Now:
I forgot to mention this when you're constructing the Mechanized Commands you want to put them on this stance: "Stand Ground Stance" and set the Rally Points at the Defense Line at the possible walk entrances where the enemy can walk to your base, this is very important for this tactic.







The Enemy Launching All Out Assault:
What you're going to wanna do now is well.....you should've already gotten all of your troops back to your defense line, be sure to already have done that hold them off until your whole vehicle platoon has arrived.


Remember to RIGHT CLICK on the reinforce boxes on the squads to Auto-Reinforce the I.G. squads if they've taken casualties like my guys here did to bring them back up to strength.
Your tanks/aircraft should already be getting dispatched while your doing this and you should finally be getting ready to go on the offensive.







All Vehicles Arriving:
Remember set the Rally Point Poles along the Defense Line protecting the entrance ways of your base you need to do this go to ALL of your Mechanized Command buildings and set the stances on Stand Ground Stance from all of the vehicle producing structures to that.


As soon as both your Squad Cap. and Vehicle Cap. are all the way at 20 each then you're ready for them, be sure to rally up your infantry platoon and your vehicle platoon so your force will be at great strength for the tactic. Wait for all your units to all have approach at your defense line first cause you don't want your force being separated when you roll them out to the fight, it won't go well trust me.


So you can tell the enemy was starting to advance towards my direction, with the vehicles I had and how fast I built my base, defense line and upgrades; the enemy waited a lot longer than they did with the JST Military scheme I used last time. When I was being my signature I.G. scheme the Sisters of Battle rushed my force in like the 1st minute of the battle and wiped me out when they were on STANDARD. Now this time I gave them my real way of using the I.G. and even held them back from advancing towards my defense line on the same difficulty, this is exactly why you always want to build as fast as you possibly can that way you don't end up like my JST Military did or the Tartarus's Imperial Guard forces from the 1st Dawn of War campaign.
Part 5: J.S.T.'s Tactic vs A.I. Standard Difficulty:
Part 5: PREPARE for BATTLE:




J.S.T.'s Official Combat Tactic:
So now you know what you should do as far as building up you units, structures, upgrades and researches. Everything I talked about on keeping your infantry squads together while taking points, building listening posts on them, setting up turrets at all entrances to your base to make your defense line. Defending your line and calling out all your units now leads up to the combat part of this tactic, this is the setup I had for this battle to counter-attack the Sisters of Battle that wiped out the 106th JST Regiment. There's no specific way to combat the A.I. on Standard as long as you built up everything within 4 minutes at the most cause you should be building fast as a little kid hyper as freak from drinking a can of Red Bull mixed with a Monster-Drink. You should have all of your vehicles out with the Vehicle Cap. full and same for your Squad Cap. that should be full as well, unless you called in a Kasrkin Guardsmen Squad, your whole force should be ready and willing to push the enemy back. look back up at the picture and you see what setup I have for this tactic:

Here was my Imperial Guard force for this battle having a normal looking army.
  • - 10 Guardsmen Squads [*3 squads with Commissars*]
  • - 2 Leman Russ Tanks
  • - 1 Marauder Bomber
  • - Since there was no Relics here I had the Basilisk Artillery Tank to take the Baneblade Tank's place.
  • - And 3 Chimeras for vehicle support

.


.


.


Fighting Enemy in Combat:
This is where the tactic is put to the test, this part of the tactic is simple to know but however can be difficult to maintain depending on the faction/race you're going up against, the difficulty of the A.I. or even depending on the enemy PLAYER you would be going up against Online and depending on where you're fighting at as well. But on Standard A.I. and Resource Rate High with Starting Resource at Quick Start this tactic works every time when I do it now, cause I used to get my reer end kick by the A.I. on standard. Now all you need to do is charge the enemy with all you got to throw at them with sheer numbers and firepower that this tactic has to offer.






TWO MOST IMPORTANT THINGS TO DO WITH THIS TACTIC:
Now with this tactic of using only using normal soldiers with vehicle units to having a normal looking military force, you can tell by the picture above that you're going to take casualties still but that's fine. Here's the two most important things to do to push enemy back, here's what you'll do:
  • - Bring the vehicles up to the front line with the infantry cause your infantry can't do it by themselves they need armor support vehicles are freaking essential for this tactic to be effective
  • - When your Guardsmen troops are taking casualties RIGHT CLICK to Auto - Reinforce the squads.
Just start Right Clicking to have it reinforce your Guardsmen/Kasrkin squads for you keep doing this with all your I.G. infantry units and don't stop. If your squads takes casualties again after they've fully got new members and Auto-Reinforced all your heavy weapons in the squads then you do have RIGHT CLICK on the squads all again. It sounds painful to do but it really isn't as bad as it sounds though, in fact there's two ways to do this: you can either make it like they're modern day American Soldiers spamming with Auto-Reinforcing the Guardsmen squads with new members or, you can make your I.G. force like they're a bunch of dirty barbaric Soviet Union soldiers and have the Commissars execute their own guys just to fight harder.

As playing the I.G. using this tactic you can do either one if you want, although using this tactic I don't really order the Commissars to execute my own guys to maintain the firepower mainly because try to save as much troops as I can, plus it costs 20 requisition to call in another Guardsmen, but not only that you already ha-...
"JUST USE THE EXECUTE IT DOUBLES THEIR FIREPOWER AND MORALE INSTANTLY."
"THEY FIGHT TWICE AS HARD."
"JUST ****ING USE IT 20 REQUISITION ISN'T EVEN ANYTHING."
"BOOOOOO!"
"ONE GUY ISN'T GOING TO ****ING MAKE A **** DIFFERENCE!"
AAALLRIIIIIIIIIIIIIGHHHT! Jeez let me finish here please?!
"...................."
Okay then, so anyway not only those other factors that I just mentioned above but the main important reason though is because as long as you're constantly having the vehicles stick with the infantry at ALL TIMES in battle, the infantry will maintain their morale. However if they do lose their morale and the squads break you have to remember is that the vehicles will still be throwing their full firepower at the enemy force still and the other infantry squads that don't have their morale broken will still be effective. Here's what I've personally heard how people usually use the I.G. infantry, use Guardsmen soldiers without the upgrades from the Tactica Control and mostly use the Commissars and just all out spam the Execute ability to win. Now if this case is true then my tactic I use with having all the upgrades from the Tactica Control, having to Auto-Reinforce Right Clicking the Grenade Launchers and Add New Members makes up for not ordering the Commissars to use this ability. Plus I actually tried using the Execute abilities in some instances trying to take and hold posts with the enemy freaking swarming at and my squads still got killed. it didn't make much of a difference for me personally the difference was that I lost my guys a little bit faster. I never said you guys shouldn't use it I'm just saying that this tactic is just how I use the Imperial Guard and everybody has their own tactics on how to use their forces I never, just never felt that it was any good use for me, which is why I developed this whole tactic in the first place actually never really used the ability cause I just simply never need to use it, especially anymore now that I have this tactic. So now that's covered let's continue on before anyone else may get "triggered". HA! Get it?
Part 6: J.S.T.'s Tactic vs A.I. Standard Difficulty
Part 6: Prevailing Against the Hostile Force:








Reinforce Constantly:
You're going to lose vehicle units as well, like the Marauder Bomber I lost in the picture above. For this reason is also why you should RIGHT CLICK to Auto-Reinforce vehicles from BOTH the Mechanized Commands, infantry from the Infantry Commands and from the H.Q. as well. RIGHT CLICKING to Auto-Reinforce your I.G. forces is the most important thing doing using this tactic.








J.S.T.'s Term For Right-Clicking to Automatically Reinforce:
Well you already heard me say it actually, "Auto-Reinforcing" but another simple way of I got this humorous term someone in Wh.40k: D.o.W. - Winter Assault's reviews, you can also call this: the "Reinforcement Simulator" tactic. So keep pushing the enemy back using this tactic, never stop calling in reinforcements you lose any infantry squads or any vehicles at in the fight go back to the defense line where you have the vehicle rally points at and go back to your H.Q. spot to select your new reinforcement units and move them to the rest of your force is still at the fight, do ALL of THIS FAST don't be a slowpoke remember?






Destroy the Powerhouse Forces:
The overpowered enemy forces has been crippled from you constantly dumping reinforcements to back up your force to help keep pushing back the enemy, now to finish them off.







Once you've successfully overran the enemy force from using this tactic you pretty much can just watch the Lasers and bullets fly mostly lasers though feeling proud of serving the Emperor and the glory of the Imperium of humanity.







Won the The Battle:
From everything that you read here and had learned is what I did to push back the enemy forces to have this result of using this these tactics with "Auto-Reinforcing" my I.G. force, didn't lose a single squad but the squads did take casualties but not as much as the enemy force did. I didn't use the Execution abilities from the Commissars either, just RIGHT CLICKING to Auto-Reinforce or "Reinforcement Simulator" to constantly back up my U.S. Marines to keep pushing back and eventually have this result.


Funny thing is that I definitely improved a lot though cause I used to get my reer end kicked on Standard, now I've been having battle like this, had 161 vehicles and troops K.I.A. and the enemy having 221 troops and vehicles lost, and the battle took only half of the amount of time as it did with the 106th JST Regiment of 1,387 casualties. and 3,149 casualties for the the 73rd, 104th and 107th JST Planetary Defense Force Infantry Regiments are sent in along with the 28th JST PDF Armored and 201st JST PDF Air Cavalry in the counter-attack attempt.





I'm always be sure to Auto-Reinforce, secure my defenses, and etc. all tactics that I explained so far in this guide I use for my I.G. forces all the time that way they don't end up like these two Imperial Guard forces below:



The JST I.G. Planetary Defense Forces.



Planet Tartarus's Imperial Guard P.D.F.











Date+Time Stopped: 6-18-2018 - 10:00pm
Date+Time Continued: 6-20-2018 - 7:22am
J.S.T.'s Tactic vs A.I. (Insane Difficulty)
Imperial Guard - Customized: (Earth: United States Army National Guard)

"Please, you only won because the resource rate was at High with the starting resource on Quick Start and the difficulty on Standard."

Oh-ho really? You think this tactic with the Imperial Guard won't work on the hardest settings? In This section I'll show you how to beat the enemy on the hardest settings here: Resource Rate: Low and Starting Resources: Standard. These two is usually how people have the settings for their matches online, so this section will show you mostly how to survive in the early part of the battle and get your resources built up. By the way, this is going to show you that you can actually manage to pull through the early battle WITHOUT Commissars, I actually forgot to get them dispatched cause for a while I didn't build the 1st Infantry Command until like........maybe 5-7 minutes into this Skirmish? It was somewhere in that time span, and then when I finally did I totally forgot to get the Commissars from the H.Q. still cause I was too caught up on building up my base and holding the line and getting reinforcements. So if any of you are wondering, YES, I actually did the whole beginning of this WITHOUT Commissars, so I'll explain how you can do this if you really want to literally only have normal Imperial Guard foot soldiers. I won't explain what you should be researching and choosing to build for the most part is because in the 6 previous sections of this guide above is where I explained all the stuff, so by this point reading this section I will mostly just talk about the Combat aspect of what you should do, this is important to read carefully if you want survive using regular Guardsmen soldiers in the early battle.



Quick Battle Scanario:
The 43rd Infantry and Armored platoon of the 4th Marine Division had wiped out the two platoons of these unknown forces where the JST Regiments were defeated. This unidentified force that turns out to be a rising empire derived from the Sisters of Battle factions got hold of the counter-attack that happened. They're alarmed by more Terra's (or "Earth") U.S. Forces being deployed to stop this rampage of genocide that these Unknown Sisters of Battle forces are committing on the JST Military forces, and their clone race.







Battle Has Started:
So obviously you should know the drill here by now, 1 Techpriest Enginseer, 3 Guardsmen, then the last Techpriest Enginseer. However do whatever order you want depending on what feels suited for you in the situation of the scenario, I always do it in this order cause works for me personally.


As usual hurry the crud up with ordering your three Guardsmen squads when they come out of the H.Q. and you NEED to HURRY UP Faster taking points cause you don't? Then the enemy will take them before you get to all the resource points and this tactic WILL end up FAILING then you'll be doomed and you for sure will be in for the worst. You usually want to keep all three of your squads together when taking the resource posts but in this case of getting as much resources A.S.A.P. you'll actually have no choice but to separate them to go take all the posts faster before the enemy force beats you to that.


Build your Defences+Stuctures:
When you can that is, you can see in this picture I built in the background a Tactica Control to get the "Battle Armor" and the "Death Before Dishonor" upgrades instead of getting the Commissars. You also can tell I built a Plasma Generator and most important as well that' covering up most of the screen, the trusty Bolter Turrets, be sure you build Listening Posts as soon as you can while your Guardsmen are taking the other points at the place you're fighting at.







The Enemy Is Here:
The hostile forces are already coming, your Guardsmen squads are seperated, your 3rd squad has lost their morale, leaving they're in panic for their lives and they're getting killed, and there's no Commissar to put them out of their misery keep their morale stable.


What to Do:
So you guys realize not ordering your Commissars execute your own guys to keep them effective against the enemy isn't against the law or a crime right? It's not like you have to do that and it's not the only way either there's another way to fight off the enemy, if you're good at managing your Guardsmen you can withstand enemy. Not only that but if already got the first two upgrades "Battle Armor" and "Death Before Dishonor" from the Tactica Control at least then this tactic will work better. Here's all you need to do: as soon as your 3rd squad is in trouble get your other two squads to go where they need backup, as your 2 other squads are coming get hurry the crap up and get the 3rd squad to the rest of your guys. Put your squad behind the 2 rescuing squads so they can recover and still fight at the same time, be sure to activate the "Reinforcement Simulator" AUTO-REINFORCE (Right Click) the squads, you're especially going to need to do this when the H.Q. Tier 2 isn't going to be available yet.




Keeping Your Guardsmen Soldiers in Formation:
I'm going to be honest here if it also weren't for these Pot-Holes that's giving my guys here they definitely would've struggled if not all would've been killed on the spot as a matter of fact. So getting defensive bonuses ("those little Blue/White Shields above my guys") will also make a difference to how long your guys will last, so keep this in mind as well. When a squad loses their morale remember to have them go behind your 2 other squads so they can recover from their casualties and loss of their morale, by doing this myself I maintained the formation although they brought more enemies at my guys and finally almost killed my 3rd squad. Now you're gonna take casualties still that's no doubt but this tactic works still so it shouldn't fail still.







There's Too Many Of Them Coming!:
When you're losing your first 3 Guardsmen Squads (*like I was starting to*) have them retreat to the nearby Bolter Turret or Turrets and Listening Posts at the front ways where the main part of your base is at. While doing all of this, start getting your defense line built up as well.
Part 2: J.S.T.'s Tactic vs A.I. (Insane Difficulty)
Part 2: Survivnig Insane Difficulty:





Real Quick Tip For Using My Tactic On Insane:
If you're trying to go back out and retake the other points that the enemy A.I. took from you.....Don't even bother it's not worth it at this point. Just have your guys retreat back to the defense line, especially when they start to attack that as well now that they got your troops away from the D.F. I barely just learned that when I was actually fighting this battle. So don't do what I was going to attempt to do above it'll end up being a disaster and this whole tactic well end up going South.







Back To The Defense Positions Or Line:
Well if you read the rest of the guide so far then you should know what do here now that you're on defense positions or the defense line (*depending on the situation*) start building more turrets, repair the listening posts if they're damaged, keep Auto-Reinforcing "RIGHT CLICKING" on the squad member boxes and weapon upgrade boxes on your squads.




Don't Let Them Push Through:
Keep building up your defenses because they're gonna keep on coming like I said earlier back in this guide with the U.S. Marines although they're actually attacking this time. So hurry and get a move on and build the enemy is definitely not going to go easy on you and wait, they'll keep coming until either you or they are annihilated.


Since I didn't have the Machine Gun Teams in my last battle, I remembered to call them in this time when I was doing this, so you're definitely going to need these guys dispatched from your 3 Infantry Commands as soon as you get the H.Q. Tier 2 done, especially on this difficulty.







Reminder on Rally Points:
Set your Rally Points from the Infantry Commands right in front or right next to you HQ building like I have on the screenshot above. Mechanized Commands rally points to your defense line to the front entrance of your base area, don't forget that.


Calling in the Kasrkin Squads:
As soon as you get the chance to call them in when you still have open Squad Cap.s open for them get'em NOW, if you don't them in then call in more Machine Gun Teams.







Prepare For Battle:
Once you get everything researched and your resources now have built up get the best vehicle units out. Such as the Blaneblade Tank, you should already have the Leman Russ Tanks and you should be done getting everything researched at this point as well.


Your Ordinary I.G. Force at Lethal Man & Firepower:
Four Guardsmen squads, four Heavy Weapons Teams but I had 3 three in this though but still just at last have two or more, Kasrkin squad, 3 Chimeras, two Leman Russ Tanks, one Marauder Bomber and the Blaneblade Tank. I remembered to get the Commissars at this point by they way.
Part 3: J.S.T.'s Tactic vs A.I. (Insane Difficulty)
Part 3: Charge Those Powerhouse Mo-Foes!:







Now It's Your Turn To Attack:

Time Stopped: 12:34pm
Time Continued: 3:59pm

Alright as soon as you feel like you got the fire/manpower to go on the offensive, go for it, take the fight to the enemy now advance towards the enemy with all you got that this tactic has to offer.
Do as I explained in the previous sections from the last battle in this guide is just keep your forces together, never have your I.G. force separate.







Both the infantry and armored platoons of the U.S. National Guard advancing to take out the hostile base.


Baneblade Tank holding off the incoming hostile reinforcements as the rest of the U.S.N.G. sabotages the hostile structure.

"Well Let's See Them Fight All Of Us!":
As you know what to do on how to survive the enemy A.I. on Insane with the hardest settings with resources all starting and rate low. The Enemy is bringing all they got to now at you, but you got the "Reinforcement Simulator Tactic" and more reinforcements on standby from your Infantry Commands and Mechanized Commands at your base. So the enemy force won't stand a chance at this point, if you've taken casualties (which you most likely will) just go back to you base real fast get the queued reinforcements and get them up to the fight to help out the rest of your force.








The Rampage of Your Imperial Guard Forces:
"We have more men than they have ammo!" Or in this case, we have more men than they have of everything! Keep destroying the enemy and....eh you guys know where this is going. You basically just keep kicking but and chewing bubble gum at this point, I shouldn't have to repeat the same thing over and over.








On the Verge to Victory!:
There's more?! No worries you got them in the bag now,round up your troops + vehicles, just charge, Auto-Reinforce, sheer firepower, sheer numbers manpower, surround the remaining structures and this will happen:







IMPERIAL GUARD VICTORY!:
Look at that! Beat the enemy on the hardest settings: Starting Resources High, Resource Rate Standard, Insane Difficulty. Not only that but for 70 percent of the start of the battle I didn't even have Commissars and still didn't fail the battle, if you manage your forces and defenses right you can actually survive without Commissars although it is vital to get them still because they improve your morale recovery by quite a bit which is why I've grown to be dependent on still calling them in for the infantry now.


QUICK REMINDER:
Remember to keep this in mind though is that every other race/faction are all different from eachother so the kind of hostiles you'll go up against with this tactic as the Imperial Guard from the different enemy unit types from the enemy race/factions will very on how many casualties you'll take. To keep in mind as well I'm not the best player obviously but I'm not the worst either. I've come a long ways in the past two years of having this game from the time I posting these new replacement screenshots I did improve with this tactic, you're still bound to take casualties with this tactic but you'll prevail if you manage your troops good and you're constructing the right structures at the right time.....and as long as your moving FAST AS HECK.







End Result:
I took not even half of the amount of casualties the enemy had in this battle, I lost a 79 troops the enemy having 694 casualties! I managed to prevail against the enemy with only like a couple or a few losses of vehicle units, but there you go now you should have an idea on knowing how to survive the enemy A.I. on these setting with the most normal looking military force you can make the Imperial Guard and still win. Still keep in mind that other enemy factions/races are tougher than others so you'll for sure struggle more on other battles than others and depending on the terrain and places you're fighting at, plus also how FAST you're acting on building up your forces. One more thing; if you're an I.G. player that's an expert on Hotkeys then this tactic will definitely work for you for sure as Imperial Guard, I know a few here and there but I'm not very pro at that though. I'm always mostly Left and Right clicking like crazy to do everything fast.








Date+Time Stopped: 6-20-2018 - 4:51pm
Date+Time Continued: 6-21-2018 - 3:45pm
J.S.T.'s Tactic vs A.I. (Hardest Settings)
Which Setting Are Actually Harder?:
  • A.I. Insane Difficulty: Resource Rate High w/ Starting Resources Quick Start.
    - or -
  • A.I. Insane Difficulty: Resource Rate Low w/ Starting Resources Standard.
Well if you ask me personally, from doing the previous battle above, I did alright on a one vs one with the second option above by myself, and usually online battles set the match settings on Resource Rate Low w/ Starting Resources Standard. So honestly? I have to say the second option is easier I mean sure you can't get your whole force FAST like you should with this tactic but I was impressed how I did though with my tactic I use as playing the I.G. That was actually my first time attempting the enemy like that without any friendly forces helping me. As for the A.I. Insane Difficulty: Resource Rate High w/ Starting Resources Quick Start however, this setting every time I tried to do it with my Ordinary I.G. Military Tactic I always would lose and my Imperial Guard Force getting wiped out every time. So which in this case honestly the first settings above is the hardest from my personal experience. But this time on the night of 8-19-2020, the unimaginable happened. In this section I will go over on what I did that actually pulled my I.G. regiments through this battle with the most normal looking I.G. military force, so let's get to it.

You've now have learned everything I have explained throughout this guide, you should know by now what to do on how to manage your men and vehicles, using the RIGHT CLICK "Reinforcement Simulator Tactic" or "Auto-Reinforce" to queue you Imperial Guard units form your Infantry Commands and Mechanized Commands, to Rally Pointing you vehicle units to the front entrances to your base where your defense line should be, and BUILDING FAST. With this tactic, you can use the Imperial Guard with just normal soldiers/vehicles and sill have an average 6/10 chance of your I.G. forces being victorious on the battlefield. Apply everything I've explained in this guide and even the Emperor of the Imperium will be impressed as well.

So I won't go over on what you should build, I'll let my screenshots will do half of the talking at this point, if you've read all the way through this guide then you should already know, mostly for this tactic on this type of scenario it doesn't matter on what order of the three first structures you build, it's just matters of how fast you get the three Infantry Commands, Tactica Control, Bolter Turrets, etc.



Imperial Guard - Customized: (Earth: United States Army)

Quick Battle Scenario:
The unknown rising empire's forces from the Sisters of Battle has quickly noticed these forces are nothing like the JST Military forces that they've been exterminating. The I.G. U.S. armed forces of Terra (*Earth*) have been underestimated greatly by these unknown forces. The unknown forces has had enough of this and dispatches their Corps branch to take care of the incoming 23rd & 25th regiments and 38th, 36th, 35th, regiments of the 2nd Infantry Division and the 3rd Armored Division. The unknown empire's regiments of their Corps are sent in to take them out and send in all they got at them.






Part 1: On Insane With Resources High:








Getting Your Forces Ready:
Remember what I said about moving fast? Now is a good time to REALLY APPLY THAT TEN TIMES AS MUCH, get your Enginseers and your Infantry on the move too you just only have a matter of time to hurry the freak up until the enemy ends up at your front door. It' all about moving fast as **** with this tactic, upgrade your Guardsmen troops as soon as you get that Tactica Control built and H.Q. Tier 2 researched A.S.A.P. you should always do that.









Take Points and Build your Defense Line:
Hurry and take all possible resource points and start building the usual, bring your entire infantry platoon to the entrance to your base and cover your Techpriest Enginseers while you order them to build the listening posts, turrets, plasma generators, etc. once you've built EVERYTHING you'll have......



THIS:
Obviously the enemy beat me to the Relics at this place when I was fighting this battle so I didn't start out with the Baneblade Tank, I didn't think I was going to have time getting the Heavy Weapons Teams, Kasrkin troops, Leman Russ Tanks and Marauder Bombers as well. I was assuming the enemy was going to try to attack the entrance to my base here, which they did 4-5 times while I was building up more structures, but they didn't break through though. As being the Imperial Guard on this hardest setting is where the two Emergency/Convenience vehicles come in which are the Sentinels and the Heckhounds you're going to need them ALL AUTO-REINFORCED from all Mechanized Commands if you're under serious attack from the hostile force and you need vehicles to the entrance to help out your infantry FAST.







Be Prepared:
Just in case if the battle goes South for you you'll want to keep building as much as you can, this is only half of what I built, you'll be able to tell in the next screenshots I'll have already built way more than what you see above. You never know if the enemy will break your defense line so you need to always be sure you're ready for the worst.




What will be waiting for You:
The thing is, you don't really know what to expect what the enemy is going to have waiting for you, unless you get the Long Range Scanner. It's a good idea to see what the enemy has patiently waiting for you. You don't want to be surprised so get your Assassin Sniper also to go infiltrate the enemy forces so you'll know what you're up against, that's what I always do anyway. Although I didn't do that in this battle obviously just because I forgot....to even mention him in this entire guide as a matter of fact.





Part 2: J.S.T.'s Tactic vs A.I. (Hardest Settings)
Part 2: Operation Mayhem Commence:







Commence with the Mayhem:
Well as a result to let you know you better set the Rally Points infront of the entrances of your base cause you're bound to take emmense casualties, the whole second hour was non-stop fighting since this first launch of assualt on the S.o.B. and holy cow these whole two first infantry and vehicle platoons got whiped out in a matter of a moment. Just to give you the heads up you'll be going back and forth to to reinforce your infantry units as they make their way to the defence line you won't even have time to focus on anything else.









The Bloodbath Has Begun:
I had to push the enemy back and didn't even have time to get Kasrkin soldiers and new Commissars. You'll most likely be sending your new troops and vehicles to the fight if you still have remaining units alive don't forsake the remaining units get your new Auto-Rienforced units get them to the action to help right away. In this gosh auful scanario, you'll be sending in reiforcements like freaking crazy. The next 40 minutes of the 2nd hour the enemies and my forces were constantly pushing eachother back and forth. So this will most likely happen to you as well using this tactic.










When Resources Are Starting To Drop:
Or getting lower than usual, which is what was starting to happen when I was fighting this battle I noticed, so this will most likely happen to you as well. You abviously will have that start happening, so you should know to takea squad and a light vehicle to take points while the rest of your forces fight off the opposing force, so remember to take and hold resource points along the way as you're going on the offensive specilally when you're using this tactic, you can't call reinforcements if you run out of resources. When you get the chance get the Baneblade Tank dispatched as soon as you're able to at least, if you're not able to get Bombers or Leman Russ Tanks to help out the rest of your force.









Breaking Through:
At least 6 or 7 times your forces will get pushed back depending on the place you're at and what faction/race you're fighting, as long as you keep the new A.-R. recruits coming to the fight helping the remaining units then your offensive movement most likely won't be broken. You can't let your reinforcement train stop coming in or else the enemy will push you back. Take the enemy force's points as well, for good measure once you're at their entryway and tired of going back and forth to the entrance of your base, your H.Q. getting new vehicle and infantry reinforcements, then you could do what I did in this battle: start setting your Mechinized Command rally points to the entrance of their territory. That's what I did to keep pushing them back cause you still need to keep reinforcing your infantry squads, your new reinforcement infantry squads and etc.










Keep Pushing Forward Almost There:
Just keep Auto-Reinforcing your I.G. force with enough momentum you will push back the enemy, keep taking their points and building listening posts on them. Auto-Reinforcing, Rally Pointing, keeping your infantry and vehicle forces together are vital for using this tactic as the Imperial Guard.













Charging The Enemy Base:
You're still going to have a lot of resistance when you've broke through their line but you got them now, keep the reinforcement flow coming and keep reinforcing your Guardsmen squads when losing troops in their squads, just let the lasers, bullets and shells fly like crazy. You'll get pushed back a good few times or so proceeding which is what was happening to my ground forces, after at least 3 to 4 times of being pushed back, taking harsh casualties I was managing to keep them on their toes NOT pushing me ALL THE WAY back, I kept them on the defensive and I was managing to keep the reinforcements coming.


















Decisive Victory:
Look at that, you manage to beat the hostile force with following the procedures of only using normal troops and with the big help of your vehicles, despite of the whole battlefields being blanketed with thousands of your dead troops. 45 minutes of this constant fighting of trying to push back the enemy and I finally started gaining momentum to victory but it wasn't freaking easy though.








Results:
As shocking as this looks, I lost 2,354 troops and vehicles in this long and dreadful battle, without using any special abilities or any special units, although if I went straight to fighting in the first hour of this battle this most likely would've doubled to around 4,708 casualties probably if this went on any longer than it already did. As you can see the enemy took 1,605 casualties which they obviously had half of the amount of what I took. I my force may have taken much higher casualties but the U.S. Army pushed through, we had the resources, the non-stop reinforcements, the firepower, the man power, the will, and determination to keep pushing with everything we got into the jaws of death *.....literally.....* Made the Emperor proud, now go show what the enemy what the Imperial Guard are made of.






Conclusion & Credits:
Conclusion:
Well I got to say I'll admit with the two previous sections above I won't lie I think I just got lucky with the enemy force. As of right now my Imperial Guard tactic seems like you'll have luck depending on the place you're fighting at and also what faction/race you're fighting as well. I tried to take on the Sisters of Battle two times just before this battle and both times before this time they overran my I.G. forces without having a chance to build up my defences at all, but what I quickly figured out is that if you hurry and capture at least almost half of the battlefield then they won't presue your forces. And like I said I'm obviously not the best player but I'm not that bad either and I am still working on making improvements, everyone has their own tactic on how to combat the enemy forces. But these are my tactics and methods for the Imperial Guard, and I've come long ways from evolving my tactic for my favorite faction. From the last two years ago to this date of 6-22-2018 playing Dawn of War - Soulstorm reading from other people's tactics with the Imperial Guard from this community and even playing I.G.'s tatorial several times taking all information and molded together my own tactic. Now I feel my tactic has grown to be decent enough at last to share it with you all now, if you folks want to try these tactics out with the Imperial Guard and see if they work for you then go ahead please do that's why I made this guide.


One more Note:
If you any of you noticed I misspelled something in this guide let me know and I'll fix it.



Will these Tactics Work Against Real Players ONLINE?:

Well the simple answer is this: Yes and also No:
The reason why I say this is because, there are players that are insanely aggressive which these kind of players are most likely unpredictable, not only that but it also depends on what race they're playing as and where you're fighting at. Now however on the other hand you could also come across players that won't be that aggressive very much, which can also depend on the race they're playing as also. Now I can't really confirm both answers myself to all of you mainly do to the fact I usually have allied players with me in either a 2 vs 2 or higher and when I did play 1 vs 1 I actually sucked at the time because I hadn't figured out all my tactics that I went over above, so I'll have to try it again and see and if works, then I'll come back to this guide and update a new section going against a real player online with my Imperial Guard tactics. I don't know, I'll try to find a 1 vs 1 match to get into if I can't get one then I won't be able to confirm that answer but for now as far as against A.I. this tactic works. Although it won't be easy however you'll have decisive victories with usually higher casualties than the enemy forces possibly.





Date+Time Stopped: 6-21-2016 - 11:57pm
Date+Time Continued: 6-22-2018 - 9:39am




Now that you know everything I went over on how I use the Imperial Guard if you want to give this tactic a try then go out there make the Emperor proud! You now can make your Imperial Guard Forces a more modern looking and normal military force and still prevail against the enemy, your Commissars will even be impressed as well. Don't make Joseph Stalin proud but make America proud instead for once.



Just some Inspirational Music for you Imperial Guard players while you're in battle trying out this Tactic:

"For the the glory of the Imperium!" :D







U.S. Army








U.S. Marines








Global Defense Initiative







Terran Republic







New Conglomerate




















Credits:
+ J.S.T.-Luigi (me) making the guide
+ Jakoski for checking the first part of my guide for spelling errors
Guide Updates Section:




List History of this Guide's Updates:



  • Date+Time Guide Finished: 6-22-2018 - 12:31pm

  • Date+Time Guide Released to the PUBLIC: 6-22-2018 - 1:04pm

  • Date Steam Deleting Guide's Screenshots: 6-21-2018 (I'll Try To Fix This)

  • 6-26-2018 - 12:49pm Update: Fixed a few spelling errors.

  • 7-15-2018 - 1:40pm Update: Re-edited some texts above, removed broken links of the screenshot that aren't seen anymore.

  • 1-24-2019 - 11:34pm Update: Fixed some spelling ERRORs I found.

  • 8-3-2020 - 12:12am Update: Redid picture for the United States Marine Corps showcase screenshot.

  • 8-3-2020 - 12:30pm Update: Redid picture for the United States Army showcase screenshot. Renamed tile sections on the guide to be shorter.

  • 8-15-2020 - 12:06am Update: Added new pictures/screenshots to Infantry Units section (*they won't disappear this time, I figured out how to prevent that now, thank goodness.*)

  • 8-16-2020 - 12:31am Update: Added new pictures/screenshots to the Vehicle Units section.

  • 8-16-2020 - 11:22pm Update: Added fat huge notification on the overview intro of the guide that is now being re-worked on and under Work In Progress again after 2 years of abandoning this guide out of frustration that the old pics were gone.

  • 8-17-2020 - 6:56pm Update: Original Effectiveness of IG Soldiers section of the Guide has been given new added information and another battle scenario with more screenshots to further explain their original default Tier. Also added a screenshot of the Tartarus IG-PDF from the original Dawn of War 1 campaign.

  • 8-18-2020 - 6:36pm Update: Added brand new pictures for the "J.S.T.'s Tactic vs A.I. (*Standard Difficulty*) section, all 6 parts have been spell corrected as well, however I have re-used the same screenshots in the section. the pictures are not perfect but they're still good to reference from though for the writing instructions. Redid the names on the first 6 combat sections as well.

  • 8-18-2020 - 6:53pm Update: Added more information on the ending part of the U.S. Marine's battle report.

  • 8-19-2020 - 2:54pm Update: Added brand new replacement screenshots for the "J.S.T.'s Tactic vs A.I. Insane Difficulty* section and re-corrected grammar and spelling ERRORs, section is fully complete. Pictures should not disappear this time.

  • 8-19-2020 - 3:28pm Update: Redid a bit of writing in the "J.S.T.'s Tactic vs A.I. Insane Difficulty" section.

  • 8-19-2020 - 11:46pm Update: Redid a bit of writing on the "J.S.T.'s Tactic vs A.I. Hardest Settings" section and finally added new replacement screenshots in the section. Well that's it everyone! all 3 tactic sections are done! this guide is finally fixed! :D

  • 8-20-2020 - 12:10am Update: Added two more epic motivational song videos to boost morale to you fellow I.G. mains. :D

  • 8-20-2020 - 12:19am Update: Edited the Overview Introduction of the Guide.

  • 8-20-2020 - 2:52am Update: Fixed the Newly added music videos.

  • 8-20-2020 - 12:42pm Update: Edited the VERY FIRST SECTION of the guide and fixed spelling ERRORs and rewrote some of the sentences in it make it sound more formal.

  • 8-20-2020 - 12:53pm Update: Edited a minor grammar ERROR in the "Original Default Effectiveness of Guardsmen" section.

  • 9-10-2020 - 4:44pm Update: Took out extra text in the 2nd section of the guide that wasn't needed.

  • 9-10-2020 - 5:28pm Update: Re-edited some texts, found a few minor grammar errors and removed/fixed them.

  • 9-10-2020 - 5:55pm Update: Moved recorded updates history list into it's own individual section of the guide.

  • 9-10-2020 - 6:00pm Update: Renamed the section above to "Conclusion & Credits" now that this Update list has it's own section now. Found a few more errors in the guide and fixed.

  • 9-10-2020 - 6:04pm Update: Fixed some section formatting, nothing special.

  • 10-28-2020 - 8:58pm Update: Fixed some wording\spelling errors in the very first section of the guide.
4 Comments
J.S.T.- Luigi  [author] Aug 20, 2020 @ 1:19pm 
Guide has been completely fixed now! :steamhappy:
J.S.T.- Luigi  [author] Feb 27, 2020 @ 7:39pm 
Yeah, I need to update his guide, cause there's some game functions that changed recently, I'll have to make that a priority soon.
Give Monkey The Orange Feb 27, 2020 @ 6:46pm 
based
J.S.T.- Luigi  [author] Jun 20, 2018 @ 7:37pm 
Link to the original dark-humorous article where I got the list quote summarization of the hostile forces in the very begining of this guide:

https://1d4chan.org/wiki/Imperial_Guard