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Imperial Guard HQ
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Old 08 Oct 2006, 06:58   #1 (permalink)
Shas'La
 
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Location: FL, Orlando
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Default Imperial Guard HQ

IG has pretty cheap but weak heroes from what i've noticed. The Codex doesn't provide a lot of information about them either. So i ask of you, what other choices of HQ can the IG army include.

Known:

Command Platoon
Command Squad
Ursaker Creed/ Jarren Kell
Ibram Gaunt
COmmisar Yarrick
Col. Schaeffer
Lord Solarus Macharius
Nork Deggod

Uncertain:

Harazahn (where can i find stats?)
Inquisitor Lord


Is this it?
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Old 08 Oct 2006, 09:12   #2 (permalink)
Ethereal
 
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Default Re: Imperial Guard HQ

Grey Knights grand master
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Old 08 Oct 2006, 15:08   #3 (permalink)
Shas'Saal
 
Join Date: Nov 2005
Location: Bay Area, Ca.
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Default Re: Imperial Guard HQ

HQ choices include (this doesn't include special characters):

IG (some wont take an HQ slot)
Command Platoon
Commissar
Priest
Sanctioned Psyker

Kroot Mercenaries
Master Shaper
Shaper Council

With Hunters
Canoness
Inquisitor Lord
Palatine

Daemonhunters
Grey Knight Hero (brother captain or grandmaster)
Inquisitor Lord

Hope this helps. Keep in mind that, if you use certain HQ other HQ becomes unavailable.

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Old 08 Oct 2006, 15:57   #4 (permalink)
Shas'La
 
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Default Re: Imperial Guard HQ

If i take an INquisitor Lord ... would i have acess to DH armory for that hero or the IG armory?
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Old 08 Oct 2006, 18:06   #5 (permalink)
Shas'Ui
 
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Default Re: Imperial Guard HQ

Daemonhunter, I believe. In that case, you can also take an assassin as an ally......
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Old 08 Oct 2006, 18:35   #6 (permalink)
Shas'Saal
 
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Default Re: Imperial Guard HQ

Quote:
Originally Posted by Redemption1
If i take an INquisitor Lord ... would i have acess to DH armory for that hero or the IG armory?
If you take an ally, you are restricted to what it says in the entry in that book. For example, any WH allies must use the rules from the WH codex. The rules for DH allies reside in the DH codex. The rules for WH allies reside in the WH codex. You would need to own the appropriate codex to make use of the rules.

I also did not include Armoured Company HQ units in the list.

I am not sure where to find the rules regarding kroot allies. If anyone wants to chime in and suggest which codex contains these rules it would be greatly appreciated.

Thanks!
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Old 09 Oct 2006, 20:50   #7 (permalink)
Shas'La
 
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Default Re: Imperial Guard HQ

The rules for kroot mercenaries are on the Tau section of GW's website.
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Old 10 Oct 2006, 00:38   #8 (permalink)
Shas'O
 
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Default Re: Imperial Guard HQ

You must take a normal command platton unless you are playing armoured company. It is a 1 entry. You may not take 2. Just 1. Not 0. Just 1. A special character counts as your second HQ, I belive.
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Old 10 Oct 2006, 03:32   #9 (permalink)
Shas'Saal
 
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Default Re: Imperial Guard HQ

One variant of the Forge World Salamander counts as an HQ. Deathwatch Killteams may also be taken as HQ choices.
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Old 10 Oct 2006, 04:44   #10 (permalink)
Shas'El
 
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Default Re: Imperial Guard HQ

So Far we have...

Imperial Guard
Command Platoon
Commissar Yarrick
Colonel Commissar Ibram Gaunt
Lord Commander Solar Macharius
Lord Castellan Usarkar E. Creed & Colour Sergeant Jarran Kell
Colonel Schaeffer
Commissars
Priests
Sanctioned Psykers
Nork Deddog

Witch Hunters
Ordo Hereticus Inquisitor Lord
Adepta Sororitas Heroine
Priests

Daemon Hunters
Ordo Malleus Inquisitor Lord
Grey Knight Hero

Xeno Hunters
Deathwatch Squad

you cannot get Witch hunters/Daemon hunters special characters as it states in thier entry any Daemon/Witch hunters army of XXXpts may take, and as you're using an Imperial Guard army with inducted troops then you cannot take them... which sucks...
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