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The Imperial Guard is an army of the Human Empire that appears in map games such as Warhammer 40,000 and Epic. This army features the ability to muster a large number of lightly armored general scum infantry and the toughest and most powerful tank units in the game.
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In the game's world, the Imperial Defense Force is made up of thousands of men and women from thousands of different planets of the Empire, as well as millions of tank heroes. The Imperial Defence Force conscripts hundreds of millions of soldiers every year, and since the Imperial Defence Force is so numerous, they can even be sacrificed in a senseless amount or thrown into a battle with no chance of winning. In addition, each corps can only be equipped with a fixed **, for example, the infantry corps will not have artillery, and the artillery corps will only contain artillery, which is to avoid large-scale rebellions, so only by coordinating the various corps can the entire army exert full combat power.
The Imperial Defense Force was first introduced to the game by White Dwarf Magazine Issue 109. In May 2009, the fifth edition of the army's rulebook and a number of new plastic accessories were released. The first version of Warhammer 40000's rulebook included rules for a unit called an "army", which was later renamed the Imperial Guard.
In the war-torn 40th millennium, the Imperial Guard did not rely on strengthened body tissue, nor on sophisticated technology, nor on surgery and modification. We were nothing more than a group of extremely ordinary-looking human soldiers, dressed in body armor, with bayonet laser guns in hand, and a grimace on their faces that they would not stop destroying their enemies. We fought day and night, cleverly pinning, holding back, and destroying any form that dared to oppose the Empire in every way they could think of.
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The standard structure of the Imperial Defence Force is:
Ten people in a squad, with a captain (usually a non-commissioned officer);
Squads 2 to 5 are a platoon, with a platoon commander (usually a junior officer, such as a lieutenant, etc.);
Platoons 2 to 6 are a company, with a company commander (usually a senior officer, such as a superior lieutenant or a junior adjutant, etc.);
Five to ten companies are a group of tourists, with a regimental commander; And all the armies of each planet can form about ten legions, at least, depending on the size and density of the population.
Imperial tactical regulations often used specific titles to denote military ranks: junior officers were called second lieutenants, and mid-ranking officers were called captains or colonels. In practice, because the Imperial Guard was recruited from a million different worlds, most of them spoke different native dialects, and some of them were completely different languages, so the actual head-to-head of the officers could be very complicated.
The highest-ranking officer of the Imperial Guard controls his company through the Finger Grinding Swing Squad. He directs the action and commands the most powerful. He maintains uninterrupted contact with his subordinates, coordinates attacks, and provides a pillar-like leadership that is as strong as steel.
The most elite soldiers in the regiment are assigned to a command team, and these men are usually given special equipment or training to serve as medics or communications corps. Under normal circumstances, a soldier who shows bravery on the battlefield that exceeds the requirements of his duty is also awarded the honor of carrying the regimental flag.
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Officers in the Imperial Guard can give orders to their own units that are within their command.
During the firing phase of the Imperial Guard, orders were given in the order of the company commanders, platoon commanders.
During the firing phase, the officer announces the order before shooting or running, and whether or not the order is successfully executed does not prevent him from continuing to shoot or run. At the same time, the commander must not be in close combat when giving orders, and cannot ride in a vehicle or fall on a lying branch.
An officer may choose to give a specific order to a unit of his own command within his command, or of course to the unit he is a member of. Units that have already completed the shooting action or have already run, are retreating, or have been lying down, or riding in a vehicle will not be able to receive orders, and units that have already executed orders cannot receive them repeatedly. Units that meet the requirements will immediately take a leadership test and have the following conditions:
Guaranteed mission, sir! : The unit that receives the order and passes the leadership test immediately executes the order, and there can be no other actions during the firing phase; The officer who gave the order could continue to give orders to other units, or shoot and run; If a double Sakura talk 1 is rolled on the leadership test, the officer who gave the order immediately gets the opportunity to issue an additional, automated.
Sir, please repeat....: Failure of the leadership test, invalidity of the order, the officer and the unit act as usual; If a double 6 is rolled, the order will be void and all officers will not be able to place any orders for that turn!
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