LINK > https://shurll.com/2t08eT
The National Guard has personnel deployed to Afghanistan, Iraq, Djibouti, Europe, the Pacific, Guantanamo and many other countries. State guardsmen also maintain contacts with many foreign militaries under the State Partnership Program.
He also noted that guardsmen have been prominent in the COVID-19 response and other high-profile civil support missions dating to Hurricane Katrina. "Whether it's hurricanes or wildfires or ice storms or COVID-19, I think there is just a great amount of awareness and appreciation for what the guard has been doing since 9-11, and what the guard has continued to do," Jensen said.
>What the hell am I reading?These are the stories of my group's Dark Heresy campaign. So far it has been about a bunch of guardsmen who's regiment gets eaten by nids then sign up with the Inquisition as discount labor for newbie Interrogators.>Who are you and how can I contact you?I'm posting on /tg/ under the name Shoggy. If you would like to talk to me you can reach me at Shoggy.Seldom@gmail.com>Why is the perspective so weird?Because I started writing from the players' perspective and am a creature of habit. Unless this goes into a book it'll stay like this. Imagine you're hearing the story from an old soldier in a bar if it helps.>Which character do you play?So far people seem happier not knowing, if you really want to know jump into a thread and try to get popular support.>What's this stuff about editing?I'm slowly going through all my posts and trying to tidy things up into a more respectable format. Anything labeled as unedited is exactly the same as I posted it on /tg/ and hasn't been polished yet.>Why some pages are translated in Italian and others aren't?A wonderful Italian volunteer offered a bit of their freetime, and is slowly working their way through chapters as time allows. Any suggestion or criticism about it is welcome at email@example.com>Your writing sucks, here's what you can do better...Oh thank god, I'm desperate for some literary input here. No one I know who can even handle basic spelling is willing to read these. Please send all input to the email address above, I need it.>May I used your characters in my own games or fiction?Go nuts man, I'd be honored.>Is there any way I can support you and ensure that you keep writing? Like cash or something?I already have a job and do this as a hobby, but I'd appreciate it if you shared these stories with anyone who you think might enjoy them. Ohh, and if you're good at drawing, any art to add to the collection here ( _Guardsmen_Party#Gallery) would be awesome.>I am from Games Workshop / Black Library / Fantasy Flight Games and would like to turn this into an actual published work.No you aren't stop lying.
in the early game, a single unit of guardsmen is almost worthless. Taking the initial three units at the start and treating them as "one" unit makes early scouting much easier. The unit also sees a massive power spike with the Tier 1 tech Frag Grenade. This ability can one-shot other large-group light-infantry units. The long cool down of 10 turns is best mitigated by using many guardsmen units together.
One of the first challenges commanders face with this unit is handling enemy melee units. Guardsmen simply melt when hit with melee. High casualties also lower the effective damage of the guardsmen to almost nothing. Its important to remember that most cover doesn't provide a defensive buff against melee attacks. Therefore, when trying to kill a melee unit with many models, its important to take advantage of your numbers and the Rapid Fire trait of the lasgun. This trait effectively doubles the damage of the guardsmen at melee range, helping to reduce the total damage an enemy melee unit can dish out on the next turn. Guardsmen are hard countered by enemy melee units with low or singular model counts. In that case, its better to run and lure the high tier melee unit into range of a Leman Russ Battle Tank.
The next major power spike for guardsmen comes with the Medi-Pack at Tier 3. This tech grants the ability to heal 50% of the guardsmen's max health while consuming the action and any remaining movement. This covers for the guardsmen's low defense, HP and high model count, allowing the unit to soak many more attacks or get back into the fight faster. A guardsmen typically survives the first attack of most low and mid-tier units. A weakened guardsmen can be cycled to the rear, use its action to heal, and allow another guardsman to advance and attack. This is an essential strategy at all stages of the game, damage done against a guardsmen is more easily replenished than damage done against one of your more valuable units.
The guardsmen sees 4 other upgrades from the tech tree. Vox-Caster, Extra Infantry Armour, Krak Grenade, and Hotshot Power Packs Vox caster is useful after the early game, as morale typically drops only when losing units and when these units are packed together (you will lose many guardsmen). Extra Infantry armor is a nice boost, but mostly helps guardsmen survive contact with other faction's high tier units. Krak grenades give a group of guardsman an option against armored targets, and also benefits from a Lord Commissar's "Bring it Down!" armor piercing ability. These grenades do not replace Heavy Weapons Squads when combating armored opponents, however. Hotshot Powerpacks at Tier 4 boost all lasgun fire in the army, but with the guardsmen's low armor penetration value, this benefit doesn't feel like a significant upgrade. Hotshot Powerpacks should absolutely be taken for the massive benefits to other units, such as Scout Sentinels.
Guardsmen combine well with the Lord Commissar, serving as a cheep source of models for the "Summary Execution" ability to keep the morale of all your units high. A single model counts as 12.5% of the total health of the guardsmen, so a guardsmen in an outpost on a special feature Terrain can heal faster than Commissar can damage it with its ability. The increased accuracy and armor penetration from the Commissar's abilities increase the damage output of any nearby guardsmen significantly, but guardsmen should be the last of your units to benefit from these perks as more elite units can better take advantage of these buffs.
The reinforcement DLC provides access to the Tempestus Scions, which have better armor, damage, and armor penetration as the guardsmen, benefit from all the same technologies and buffs, have a lower model count, and also have the "move through cover" trait, reducing the movement cost of features on the map. They are also twice as expensive to build and maintain as guardsmen. Given that so much of the guardsmen's power comes from its long cool down abilities, two guardsmen units cost the same as a scion, but have twice the medi-kit, frag, and krak grenades charges to use. Also the role of the guardsmen is to physically hold back the enemy and the scion's role is to flank and assassinate fleeing targets. Thus, guardsmen are not replaced by scions, even in the late game.
In the late game, physically reinforcing the front lines becomes an issue as guardsmen tend to die often. Valkyries help rapidly transport up to 4 infantry units around the map, though filling one with guardsmen does not have the same impact as filling it with Bullgryns. Luckily, as guardsmen are so cheep to maintain, a constant stream of them can simply walk across the map without being a huge drag on your economy. If any guardsmen gets caught alone, that unit can be considered already dead, so Valkyries are still useful to help mitigate this issue. The build speed of two Imperial Barracks, combined with Astra Militarum edict Inspired Training, with both barracks build on a +10% production terrain feature allow you to produce a guardsmen unit every turn, yielding an incredible amount of defensive power while giving opposing units little kill xp for their efforts.
The Astra Militarum quest gifts some guardsmen early on, but guardsmen alone will not be enough to complete the quest chain. The Enslavers can lower the will of a guardsmen unit to capture in a single turn if they get adjacent, so its best to approach these with a guardsmen as bait, then use elite units to actually kill the enslaver, preferably while also saving the guardsmen to be used as bait again. The final chapter will typically burn through a few of your guardsmen units, but with victory in sight, their sacrifice will not be in vain.
The Department of Defense last year ordered the vaccines for all National Guard and Reserve members. It said unvaccinated guardsmen won't get paid and can't participate in federally-funded deployments.
A handful of states are challenging the mandate. In Virginia, where more than 300 guardsmen are unvaccinated, Republican Gov. Glenn Youngkin and Congressman Rob Wittman wrote to Defense Secretary Lloyd Austin, urging him to indefinitely postpone the requirement. 2b1af7f3a8