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The Gopspel Coalition. The Holy See. The Tablet. Catholic China Bureau. Union of Catholic Asian News. United Front Work Department. United Methodist Church Global Ministries. Vatican Information Service. Astra Militarum regiments are divided into several companies according to a complex set of templates detailed in the Tactica Imperium , each placed under the command of a senior officer.

The number of companies in a regiment depends upon the type and size of the forces at the commander's disposal, but may consist of as few as three or as many as twenty. Companies are themselves organised into several platoons, typically between three and six. Platoons are typically comprised of a Platoon Command Squad and several ten-man Infantry Squads -- the most numerous of the Imperial Guard's forces.

Support units, such as heavy weapons platoons and much-valued specialist units, such as battle tanks, artillery, Rough Riders and Abhuman squads, may be attached to a company for a single battle or the entire duration of a campaign. These are rarely permanent additions and are attached as needed by the regimental commanders.

It is a common practice, especially amongst armoured and artillery regiments, to break down several companies and second them to infantry forces, granting heavy firepower to the platoons whilst providing troop support for the vehicles. If serving together for extended durations, attached units tend to adopt their foster-regiment's uniform and unit markings.

This not only helps to avoid friendly-fire incidents, but also aids in promoting comradeship with the soldiers they will be fighting and dying alongside. In those instances where a threat to the Imperium cannot be repulsed by local defence forces and naval assets, the Departmento Munitorum will sanction immediate deployment of the Imperial Guard. Such a response will be guided by the wisdom imparted in the strategic parables of the Munitorum.

This threat response pattern has served the Imperium well for thousands of standard years. Initial forces will be drawn from localised assets deemed sufficient for the task at hand. This includes any Guardsmen already mobilised within response range, along with regiments raised from neighbouring worlds. Such forces can be disparate in nature, requiring officers to prove themselves adept at working with whatever materiel is at hand.

Should a threat escalate, or prove greater than initial response forces can handle, the Munitorum will expand their designated conflict zone, drawing down relentless waves of reinforcements to crash upon the foe until it is entirely ground to dust. Regiments en route to their designated warzone usually possess some previous military experience, whether culturally inherited or earned through campaigns already fought in the Emperor's name. While aboard their troop-ships these regiments will be further trained to deal with the specifics of the war into which they are being sent.

Whether this is learning to recognise and combat particularly inhuman foes, use of environment-specific equipment, or acclimatisation to peculiarities of the destination world, such orientation can be vital. Imperial Guard regiments from Feral Worlds, for example, would be rendered catatonic if unprepared for the immensity of the standard Imperial hive city.

On deployment, Imperial Guard forces operate according to the tenets of the Tactica Imperium , stringently enforced by their rigid chains of command. Regiments complement each other's strengths and weaknesses, ensuring that the army as a whole is greater than the sum of its parts.

When facing especially ferocious or peculiar enemies, such as daemons spilling from a Warp rent or the horror of a Tyranid swarm, this standardised method of making war can encounter costly snags. Yet with the constant flow of new manpower enjoyed by high command, individual engagements with casualty rates as high as one hundred percent can be considered rousingly successful, providing the fallen first achieve their allotted tasks or highlight some strategic weakness in the foe.

When an army is assembled, regiments are drawn from many different planets, resulting in a conglomeration of uniforms and combat skills rather than a single homogenous force. Bio-screened techno-troopers fight side by side with primitive barbarians and noble-born soldiers rub shoulders with the lowliest hive gang fighters.

Grax invaded the Ryza System, all planets within ten light years were ordered to recruit and raise at least an additional fifty regiments as a primary reaction to counter the Ork invasion. Should the Imperium's response not prove to be decisive in crushing an enemy then the sphere around the conflict zone is increased in ever-larger increments, as reinforcements are drawn from further away and more regiments are raised to replace the losses.

This ponderous process repeats itself until the enemy is ground down and destroyed, the massed forces of the Astra Militarum slowly pounding at the foe until eventually the hammer blow is delivered and all resistance is completely and utterly shattered. In this way, the harder a foe strikes at the Imperium, the greater its response will be. Many of the newly raised regiments inducted into the Astra Militarum will already have some modicum of fighting experience.

This may have taken the form of formal military instruction or simply be the result of the harsh conditions in which they live. Only the strongest survive the gang wars of the Hive Worlds, the tribal conflicts of medieval Feudal Worlds or the carnivorous predators that stalk the Death Worlds. In any case, during the long voyage between their homeworld and the regiment's destination, the newly inducted Guardsmen will receive intensive training that tempers the natural fighting skills of their many disparate cultures and forges them into soldiers worthy of the Astra Militarum.

They are trained in the use of specialised weaponry and vehicles and receive proper indoctrination into the Imperial Cult. Officers are tutored in the broader aspects of the Tactica Imperium , all the while being judged under the vigilant gaze of the Officio Prefectus. The regiment will be drilled for many solar weeks before their trial by fire in the crucible of war. The training is also intended to adapt and, where necessary, re-educate the new recruits for the inevitable shock of fighting on foreign worlds.

It is unlikely that a Guardsman from the monolithic spires of a hive city has ever seen the open sky, whilst those from a backwater Agri-World will never have seen the towering might of a mountain-sized basilica sanctum or set foot inside the twisting labyrinth of a sprawling factorum-city. Should a regiment survive a campaign, it is unlikely that it will return to its homeworld, moving instead from one war zone to another. As casualties reduce the overall strength of fighting forces, regiments are often amalgamated together so that, united, they can continue to wage the Emperor's wars.

Where possible, two half-strength regiments from the same Militarum Regimentum will combine, but it is not uncommon for two disparate cultures to find themselves brothers-in-arms. Many commanders declare that the reduced efficiency of these combined regiments makes them barely worth their rations, infighting and mistrust hampering their battlefield effectiveness. Other commanders are interested only in the number of men-at-arms that can be fielded, their successful integration as fighting units a secondary concern.

A handful of particularly canny officers prefer to lead combined regiments, as they can harness the diverse skill sets and ingrained competitiveness of their soldiers. If a regiment has been so badly mauled that it is considered a waste of time and resources to combine it with other Imperial forces, they may be assigned garrison duties on a nearby world, usually the very same planet they have been fighting over.

The safety of the world and its population becomes the duty of the regiment's remnants. The garrisoning of such worlds is vital. After a brutal war in which the local defence forces are inevitably decimated and the planetary government left in tatters, the small Astra Militarum contingent may be the only loyal force left to impose law and maintain control for many solar decades.

In rare circumstances, a regiment may be granted custodianship over a world as a reward. The officers of such forces inevitably become wealthy and powerful figures in the society they maintain watch over, forming the new noble and ruling classes.

An institution that has stood for thousands of Terran years, the Schola Progenium is nominally an offshoot of the Departmento Munitorum, though in practice its facilities are staffed by hard-line brethren of the Adeptus Ministorum known as Drill Abbots. Housing the orphans of Imperial worthies, the Schola strives to ensure that children born to those of quality are neither abandoned, nor squandered as a potential resource.

The Schola Progenium nurtures the orphan sons and daughters of Imperial officials from all over the galaxy. They are tutored to love the Emperor and to desire nothing more than to serve Him and the Imperium to the best of their abilities. They tolerate no disloyalty and remain ever vigilant for signs of treachery. Many who pass through the hands of the Schola Progenium are initiated into the Adeptus Terra. Some find their way into the Inquisition , and the most studious and zealous are welcomed by the Ecclesiarchy.

The Schola has many fortified facilities, scattered in secret locations across the galaxy. It is the belief of those who maintain these institutions that, through sufficient rigour, any youth of appropriate origins can be turned into a valuable servant of the Imperium.

Each Schola Progenium facility is run according to meticulous strictures applied by Departmento Munitorum officials. The Schola's orphan wards must undertake a punishing daily routine of prayer, lessons, combat drill and chores that leaves them hollow-eyed and exhausted. Every Emperor Day Day of the Emperor's Ascension , all wards are assessed for aptitude, piety and dedication.

Those found to excel in a particular area are split off into special classes, teaching them to become elite troopers of the Militarum Tempestus Storm Troopers or even Cadet Commissars ready for transference to the Officio Prefectus. Upon coming of age, most students are sent on their way, unquestioningly adopting the role they have been conditioned for. Those without the aptitude for a role in the wider Imperium form a staff of menials and guards who can look to the needs of their founding orphanage.

A very few vanish altogether, swept away under the auspices of mysterious Imperial officials to provide altogether more secretive services to the Imperium, such as service to the dreaded Holy Ordos or even the Officio Assassinorum. For natural warriors, the Militarum Tempestus offers a place in one of the elite Tempestus Scion companies, where the training received is of a brutally high standard.

A few individuals, those who are both natural leaders and are fiercely loyal, attract the attentions of the Officio Prefectus. Commissars provide the link between regimental officers and the Departmento Munitorum. They are tough, ruthless individuals whose primary responsibilities are to preserve the courage, discipline and loyalty of the regiment.

Commissars have the absolute authority to punish and execute any member of a regiment who fails in their duties. As Commissars are not from the same world as the regiment they serve with, they are not coloured by that world's traditions and culture. Instead, a Commissar can provide an objective and unbiased viewpoint, one seen purely from the Imperium's perspective. Take the Tech-priests for one. All glowing eyes and waving cables, nests of wires and wasted flesh.

To think that any man might choose to do that to himself voluntarily -- it fair sets my teeth on edge. And they're secretive too, always removed, always aloof. Dealing with them was tougher than getting a biletick off your boot. Yet for all that, my boys wouldn't have lasted a day in the field without the red-robes. Getting engines running again, fixing up weapons systems, calming angry Machine Spirits -- they'd walk through fire to save one of their precious tanks, those Tech-priests, even if they couldn't care less about the men inside.

The soldiers of the Astra Militarum are not the only element of the Imperial war machine that requires the ministrations of a priesthood. The Adeptus Mechanicus are masters of arcane automation and technological mysticism, who look to the provision and well-being of the Imperial Guard's countless engines of war. Without these lore-keepers of high technology there would be no voidships to carry the Imperial Guard between worlds, and no weapons with which to hold back the countless foes that seek to overwhelm Mankind.

Astra Militarum vehicles and equipment fall into two basic categories. The majority of their materiel is bulk-manufactured on an immense, relentless scale on Industrial Worlds throughout the Imperium. Some planets specialise in a particular pattern of vehicle or weapon, such as Armageddon , with its vast Chimera manufactories, or Sanctus Valorium, with its renowned las-craft workshops.

Others like Parabellus III or Kogen's Toil are equipped to turn out a range of the tanks, guns and munitions that the Emperor's many wars demand. To supplement this endless tide of ruggedly built basic equipment, Mechanicus Forge Worlds will -- on occasion -- provide compliments of far rarer war machines to aid their Imperial allies.

Such vehicles incorporate the higher mysteries of the Omnissiah. The templates to construct these machines may only exist enshrined upon a single forge world, or may have been lost altogether, making deployment of these relics of war a decision of some weight. The Lasgun is the universal battle rifle of the Imperial Guard provided by the Munitorum and manufactured by the Mechanicus, but there are many models, marks and patterns in service.

The Catachan Jungle Fighters bear the Mark 4 Lascarbine, the hefty power cells of which give the weapon additional clout both as a short-range assault rifle, and an improvised club. Other common marks include the mass-manufactured Armageddon Lasgun, the much sought-after Triplex Pattern and the short-barrelled, folding stock models used by mechanised infantry, tank crews and troops on starship detail.

More exotic are the intricately wrought heirloom weapons of the Vostroyan Firstborn , and the Accatran Pattern Mark IV, much valued for its compactness and utility at short range. These cybernetic holy men stand aloof from the Guardsmen that surround them, concerned only with tending to the Machine Spirits of their foster-regiment's vehicles and weaponry. Yet there are other, rarer classes of Tech-priest who aid the Astra Militarum at war.

Tacticus Cognosavants sit amid octopoidal tangles of cabling, deep within the bridges of Leviathan Command Crawlers. Logisticus Adepts assist the coordination of Munitorum supply-lines, their servo-scribe harnesses spewing kilometres of parchment every hour. Communication equipment, tactical hololiths, support Servitors and countless other vital high command assets are provided by the Mechanicus and continue to function only through the diligence of the mysterious Tech-priests.

The vast armies of the Imperial Guard are drawn from the finest of the planetary regimental tithes, in which one tenth of a world's military forces are rendered up to the Imperium whenever it is demanded of them. Some worlds go generations without such a tithing being demanded, while others are drained almost dry by constant demands for troops, often depending on the world's location relative to any ongoing Imperial wars. Units pass out of the authority of whatever military institutions produced them, and become part of the vast organisation that is the Imperial Guard.

Planetary militias are reformed into Imperial Guard regiments, and often locally manufactured arms and equipment are replaced with mass-produced models provided by the Officio Munitorum. New regiments are then shipped out to take part in an ongoing campaign, or sometimes despatched to garrison worlds, to provide a strategic reserve while they await their final deployments. But not all of these regiments reach the wars for which they were raised to fight.

Some are instead intercepted by an Inquisitor , requisitioned for service against quite a different foe than they were intended to fight. Depending on the mission and its duration, a single squad or platoon might be detached to serve the Inquisitor, or it might be an entire company, or sometimes the entire regiment. As with their dealings with Imperial Commanders , different Inquisitors deal with such matters according to their own character. Some simply arrive at an army's high command and inform the Chief of Staff of their requirements, leaving it to the officers to deliver the requisite units.

Others take entirely the opposite approach and go straight to the unit itself and inform them of their new assignment. Again, it would be a very foolish Chief of Staff that refused an Inquisitor whatever he demanded. It has been known for particularly officious staff officers to insist the Inquisitor go through the "proper" logistical channels, demanding reams of paperwork be completed.

Such junior officers are usually dealt with by a nearby Commissar before they cause undue offence. Once a unit has been requisitioned, the Officio Munitorum's involvement in the matter is not necessarily at an end. If the unit is to be detached for some time, a supply chain and source of replacements for battle casualties may need to be put in place. Few Inquisitors require the services of such units for long enough for this to be a major concern however, and those that survive their missions are normally returned to the Imperial Guard at some point in the future, more or less intact.

One side effect of the nature of the enemies that the Inquisition must often face is the need to contain reports about the specifics of their work. What this means is that many Imperial Guard troops who survive contact with their foe may find themselves purged as a result, lest any hint of corruption remain to be passed on. This is particularly the case when units serving the Ordo Malleus have faced the daemonic servants of the Ruinous Powers. At the conclusion of a mission, the Inquisition is not above bombing its own troops from orbit, a fate many would consider a mercy, considering what the troopers might have witnessed.

Other units are fortunate enough to be mind-wiped, although this is an intensive process normally reserved for skilled troops that the Inquisitor intends to keep in his or her service and make use of again. It is not unheard of for an Inquisitor to requisition the services of an entire Imperial Guard regiment, and for the unit to be slowly whittled down over the course of its engagements. What started out as a 5,strong force might, within solar months, be reduced to a dozen or so grizzled veterans, able to withstand the very worst the Imperium's foes can throw their way.

Sometimes, a single, scarred Guardsman standing at the side of an Inquisitor is the last survivor of an entire regiment, long since become a trusted servant, or indeed, an Acolyte in the service of the Inquisition. At times, an Inquisitor has cause to doubt the loyalty of an Imperial Guard unit, or its leader. In the vastness of the Imperium, it is entirely possible for entire regiments, even armies, to simply disappear from the orders of battle, through duplicity or error, or for them to fail to respond to orders issued from many light years away.

An Inquisitor who discovers a mutinous or outright Renegade Imperial Guard unit inevitably calls upon the services of other Imperial Guard regiments to deal with the outcast. Some Inquisitors make a point of using troops raised from the same world as the Renegades to bring them to justice, taking advantage of the zealous desire to atone for the sins of their erstwhile fellows.

The Icon of the Militarum Auxilla. When Mankind first spread out amongst the stars during the Dark Age of Technology , humans voyaged to the furthest corners of the galaxy. Worlds were settled with diverse and unusual environmental conditions that were to shape and change the peoples that called them home.

After the Age of Strife , as the Imperium regained contact with the scattered seeds of humanity, they discovered human populations who had devolved into entirely separate subspecies. Some of these were freakishly altered or irredeemably hostile and deserved only annihilation.

A few, most notably the lumbering Ogryns and keen-eyed Ratlings , were accepted into the Imperial fold, albeit with hesitance and distaste. These races are known as Abhumans , and their thinly spread populations contribute regiments to the Militarum Auxilla of the Astra Militarum. Indoctrinated in the Imperial Creed , they are taught self-loathing, and watched closely by the Commissars and Priests of the Adeptus Ministorum. The small numbers and specialised abilities of Abhuman soldiers mean that Ogryn and Ratling regiments are almost always split for distribution to more conventional Astra Militarum formations.

Abhumans evoke revulsion in their genetic cousins, for whom the degenerate inhumanity of their forms is only a step from the heresy of mutation. They must be constantly watched by Commissars and Priests alike for any signs of excess deviancy, and are taught self-disgust and a desire to atone for their failures of birth through honest toil in the Emperor's name.

However, these squads have proven their worth time and again. Such units as Magogg's Ratling Rifles in the Damocles Crusade , and the Anark Zeta 88th Bullgryn regiment who carried the breach during the siege of Gregoria, have won great fame. A Primaris Psyker in battle, supporting Imperial Guard forces in battle. There are those whose value to the Astra Militarum and the wider Imperium itself outweighs the rabid moral repugnance they evoke.

Most notable amongst these are the Warp-sensitive psykers of the Scholastica Psykana. The untrained psyker is a beacon to the daemons of the Warp, his lack of control and improper absence of self-loathing presenting a deadly danger to all. To counter such hazards, the Black Ships of the Inquisition ply the space lanes of the Imperium, endlessly harvesting nascent human psykers and proven witches to take back to Terra for assessment and classification.

The fate of many is to feed the infernal mechanisms of the Golden Throne or be yoked to the blazing beacon of the Astronomican. The most stable find a different calling, fighting amongst the ranks of the Astra Militarum as Wyrdvane Psykers also sometimes referred to as Sanctioned Psykers , Primaris Psykers and Astropaths. There are numerous Scholastica Psykana training facilities in remote locations across the Imperium, isolated from populated star systems and known Warp anomalies.

Security at such facilities is nigh impenetrable, intended as much to keep the students in as to ensure outside threats are repulsed. Within the austere surroundings of these psionically-shielded scholas, the Wyrdvane Psykers meditate.

They gain understanding of and train to control their potent abilities, learning how they may better serve the forces of the Imperium. Alongside their mental and spiritual training, those psykers marked for service are taught the basics of close quarters combat and battlefield survival, but it is the Warp-fuelled devastation these individuals can unleash that has won the Astra Militarum so many battles.

Departmento Munitorum Map of Astra Militarum deployments across the galaxy after the formation of the Great Rift in The Astra Militarum is a colossal organisation, dwarfing every other military force in the Imperium for sheer manpower, and matched only by the Imperial Navy in logistical complexity and universal significance. It has been claimed that for every star visible from the surface of Terra , there are a hundred million Imperial Guardsmen waging war on some distant world in the Emperor's name, though nobody could possibly know how many Imperial Guardsmen there truly are at any one moment, so vast are their numbers and so quickly do those numbers change.

However, what is certain is that every one of these brave souls, and more besides, are required to fight and die for the Imperium in order to try to preserve it. Some have claimed that the numbers of the Imperial Guard are matched or even exceeded by the sheer number of scribes, Adepts, prefects, and a bewildering array of other administrative officials in the Departmento Munitorum whose duty it is to ensure that the Imperial Guard are able to fight their countless wars.

In their hands is the impossibly complex task of raising armies from a million individual worlds, each with a different culture, equipping them in an appropriate manner, and ensuring that every man and woman is fed, watered, and supplied with ammunition.

What this all boils down to is the regiment. The regiment is the building block of the Astra Militarum, and the nature of each regiment defines how it is to fight, how it is to be equipped, and the manner in which it is best employed. Regiments are raised either as part of the tithe that all worlds contribute to the Imperium, or as necessary from worlds within a particular distance of a newly-opened warzone. It is a rare world in the Imperium that has not raised at least one regiment of Imperial Guard, with the overwhelming majority of those being the tithe-exempt Forge Worlds of the Adeptus Mechanicus and the Chapter homeworlds of the Adeptus Astartes , both of which produce their own particular fighting forces.

Though regarded as such by many within the Departmento Munitorum, a regiment of the Imperial Guard is not a uniform mass of warriors, equal in might and utility to every other regiment. On the contrary, regiments vary immensely in size, structure, and purpose, from small, deadly, armoured regiments, to bewilderingly large regiments of siege infantry. In truth, the regiment is a difficult thing to define, but some might classify it thusly: a regiment is the operational unit of the Astra Militarum, a discrete formation of Imperial Guardsmen, all trained and equipped to operate in a single way, and all drawn from a single world and its dominant culture, the combined regiments forming the Militarum Regimentum -- all the regiments of that type raised from that world.

All other factors are subject to local variation and prevailing logistical doctrine -- at times, all the fighting men and women taken from a single world at a single time have been classified as a single regiment, creating units of millions of men, while other periods and places have attempted to define a set number of warriors or an arbitrarily calculated fighting strength to determine a regiment.

Nonetheless, some elements remain consistent. At the top of every regiment in the Astra Militarum is a single commanding officer, commonly given the rank of Colonel , who serves as the frontline combat leader. Traditional expectations are that a Colonel takes to the field with his or her men, leading in person, and is often accompanied by advisors such as Imperial Navy Aeronautica Imperialis liaisons to provide air support, Adeptus Ministorum preachers, psykers , Tech-priests , and the dreaded Commissars.

Each regiment is typically divided into several companies, each of which is commanded by a Captain or Major. Within each company, the unit is further divided. The exact term used varies by type of company, with vehicle companies divided into squadrons, infantry operating in platoons, and artillery operating in batteries.

Each platoon, squadron, or battery is typically commanded by a Lieutenant , the most junior of officers, new to the service of the Imperial Guard. The most basic building block of the regiment is the squad. In an infantry regiment, the squad is the smallest operational unit, overseen by a Sergeant. In an armoured or artillery regiment, each squad is given a single vehicle or artillery piece to control, with different troopers serving as gunners, loaders, drivers, spotters, and a variety of other roles, as required by their duties.

The Astra Militarum's might is drawn from the many and varied facets of Humanity. For it to function in serving the will of the Emperor requires unflinching faith, discipline and vigilance. Here, the commanders of an Astra Militarum force are looking at a tactical hololithic display.

Each Astra Militarum regiment is a powerful combat force, but it is only when the constituent infantry platoons and tank squadrons are fielded together on the battlefield that the deadly potency of the Astra Militarum is truly realised. Lasguns , Battle Cannons and devastating ordnance fire in coordinated salvoes to eradicate the enemies of Humanity.

The organisational structures of the Astra Militarum are based upon the Tactica Imperium , which groups squads together based on their categorisation. Infantry platoons are pooled together in infantry companies, which then make up infantry regiments, and similarly tank squadrons are grouped into tank regiments comprised of tank companies.

However, the many varied demands and challenges of war usually mean that these structural theories cannot be applied on the battlefield. Instead, the various constituent parts of each regiment are often reorganised into much more varied and versatile deployments. The war zones of the Imperium are as diverse as they are numerous. Some are grinding battles of brute force and attrition, whereas others require guileful feints and swift redeployments. Where one war zone may call for a mechanised advance over a barren planetscape, another will require infiltration into a Heretic -infested hive city.

The multifaceted nature of the Astra Militarum allows battle groups to be effectively deployed against all the multifarious enemies of humanity. The separate components of a Militarum Regimentum are drawn together to form a cohesive fighting force, and if an operational commander can successfully navigate the bureaucracy of the Departmento Munitorum, these battle groups can be tailored to the specific enemies and environments they must face.

The Astra Militarum is the largest and most diverse military organisation that the galaxy has ever known. Numbering in the billions and equipped with innumerable tanks and super-heavy war machines, the Imperial Guard serves as both the hammer and the anvil of the Imperium of Man. The Astra Militarum is not a swift and precise military tool like the Space Marines. Instead, it is used to bludgeon a foe into oblivion in bloody wars of attrition that can last for Terran months, years or even decades in many cases.

Although a single Imperial Guardsman can never be the equal of even the most raw and unblooded Astartes , there are thousands of men in each regiment and it is in the sheer size of its forces that the true strength of the Astra Militarum lies. An Astra Militarum regiment is mostly uniform in its force composition.

Infantry regiments contain no heavy artillery, whilst armoured regiments contain no infantrymen. As a result of this policy, regiments are required to work together in combined arms formations known as battle groups or task forces.

This order of battle dates back to the days immediately following the end of the Horus Heresy in the early 31st Millennium, when the High Lords of Terra decreed that Imperial Guard regiments should be separate yet interdependent.

This was done so that no faction of the Imperial Guard would ever be able to rebel against the Imperium with such devastating effect as the combined arms regiments of the Imperial Army who had joined the Forces of Chaos and supported the traitorous Warmaster Horus. The Tactica Imperium sets down the basic template around which all Astra Militarum regiments are to be organised.

Each is divided into companies, some with as few as 3, others with as many as Companies are further divided into between 3 and 6 platoons and these platoons each consist of between 2 and 6 man squads led by a command squad whose commanding officer is a Lieutenant. Terms and naming conventions may vary from regiment to regiment, and while the regimental commanding officer is normally accorded the rank and title of Colonel , the military and planetary culture from which he is drawn may use a different title for the same rank, ranging from "Knight Commander" to "Chief Hetman", whereas the commander of a company could have the title of " Captain ," "Taxiarchos" or "Marzban.

This structure is maintained in all the different types of Astra Militarum regiments. In an armoured regiment the individual Guardsmen form tank crews, with each tank taking the place of an infantry squad as the basic unit. These tanks are then formed into squadrons, led by an officer's command tank, and further organised into armoured companies, a number of which make up the entire armoured regiment.

In an armoured regiment that consists of super-heavy tanks, each individual tank is treated as being equivalent to an infantry platoon, meaning that such an elite regiment will only number 9 to 12 super-heavy tanks, in addition to its numerous and uncounted supply and services vehicles. When an "all-arms" force is required, units are drafted from the available regiments and placed under the command of a senior officer, such as a Colonel or a Captain.

These "battle groups" can vary in size, from units of a hundred or so soldiers and five or six armoured vehicles, to a force almost as large as a single regiment. Some are a balanced mix of infantry and vehicles.

Many, however, are highly specialised, designed to meet very specific tactical challenges. A battle group might consist of Chimera -mounted infantry and self-propelled artillery assigned to support a lightning-fast armoured breakthrough, or it may be an entire Sentinel company aiding a light infantry force in a jungle fight.

Other battle groups are even more specialised, drawing together multiple tank and artillery squadrons to form an entirely armoured force. A "standard" battle group might comprise multiple infantry companies supplemented by several armoured, artillery and support companies.

These can then be fielded in multiple detachments, each of which can have support personnel and materiel seconded from one of the other branches of the Departmento Munitorum , such as the Militarum Auxilla or the Officio Prefectus. On occasion, a lighter Astra Militarum force may be called for. In such cases, individual detachments are deployed. These small-scale forces adhere to the same hierarchy of command as the larger battle groups, with a Platoon Commander , Tank Commander or possibly even a Lord Commissar operating as the ranking officer.

Similarly, these detachments can contain infantry, tanks, artillery or a combination thereof. A single detachment can be outfitted to engage a range of enemies on the battlefield, or it can be equipped to deal with a single, specific set of targets. Just as battle groups are comprised of several detachments, so too can several battle groups be drawn together into a huge, operational-level force known as an "army group.

The method by which Astra Militarum forces make it to a new war zone are often haphazard, with many thousands of troops from dozens of different regiments sent to a stellar region or star system under assault once the Imperial bureaucracy raises the alarm. Such are the vagaries of travel through the Warp , to say nothing of the difficulties of communication posed by the sheer size of the Imperium, that it is only because so many regiments are despatched that a sufficient number of forces arrives in time to be of any use at all in a specific campaign.

It is quite common for thousands of Imperial Guardsmen to be lost in Warp Storms during transit, to be attacked by human or xenos pirates or diverted to an entirely different conflict as the need arises. Meanwhile, the high commander overseeing the battlefield can rarely craft a strategy before knowing which resources they will receive, and will instead have to improvise a battle plan based upon the troops at their disposal.

That this usually proves more possible than not is a testament to the versatility of Imperial combat doctrine, but even more weight should be given to the sheer amounts of manpower and materiel that the Astra Militarum can bring to bear. With enough perseverance, even an improper tool can be used to reap results -- particularly if the commander is unconcerned with how many such tools are destroyed in the process.

Once an Astra Militarum army group has been assembled where it needs to be, it operates on the same basic principles as a battle group, but on a far larger and more complex scale. Entire regiments of tanks advance under the covering fire of Basilisk self-propelled artillery pieces, supported by human waves of infantry.

While an Astra Militarum battle group is capable of taking a single tactical objective, an army group can be used to conquer and hold an entire world or even star system, and few enemies of the Imperium are capable of mustering a force that can withstand its sheer momentum. An Imperial Guard Heavy Bolter support team. The Guardsmen of the infantry form the foundation of the Imperial Guard's structure.

However, it is uncommon for regiments to despatch formations made entirely out of Guardsmen without attaching auxiliaries or support elements. In the chain of command, for example, an Imperial Guard officer, often a Colonel or a General, will find himself accompanied by Imperial Sanctioned Psykers drawn from the Adeptus Astra Telepathica 's Scholastica Psykana facilities, or officers of the Imperial Navy to relay co-ordinates to harass enemy deployments and conduct interception attempts.

The Imperial Guard is able to draw upon a not inconsiderable number of specialized troops and sub-human and Abhuman auxiliaries. These may include the Storm Trooper Regiments of more disciplined origins, drawn from the Schola Progenium facilities on many Imperial worlds.

The Guard can call upon Abhuman Ogryns from Feral Worlds whose brutish strength may be used in order to make up for the Guardsmen's lack of close combat endurance, or Ratling snipers whose small size and nimbleness allows them to infiltrate behind enemy lines where they can wreak havoc with their natural talents behind the telescopic sights of their needle rifles.

Though the Imperial Guard has enough men and firepower to throw up a withering wall of laser bolts, most opponents that close the distance with the Guard's lines find themselves at a major advantage in close combat, which more often than not results in a bloodbath as the Guardsmen find themselves outmatched in melee and slaughtered. Different types of Imperial Guard Regiments utilize different methods of warfare. Though most of their engagements would count as battles of attrition, often Imperial Guard units will work alongside auxiliaries or specialized units in order to achieve different tactical outcomes some which may include, sabotage, infiltration, demolitions.

The Imperial Guard is the stalwart primary fighting force of the Imperium of Man, capable of dispensing a myriad of specialized troops. The Imperial Guard's most prominent asset is its ability to draw upon endless ranks of Guardsman -- drawn from various human-settled worlds. Each Imperial world supplies an annual tithe of Guardsmen, often accompanied by quotas of las-gun production and armoured vehicles in order to sustain the never-ending war machine that is the Imperial Guard.

On some worlds, a PDF may be composed of hiver gangs or other irregular troops or it may be an official, professional army making use of proper military organisation and equipment. In the Imperial Guard, there is only one primary tactical and strategic formation -- the Regiment. The Regiment provides a solid command structure that allows for both versatility and lethality when the application of force is needed in any Imperial warzone.

Guardsmen form the bulk of many Imperial Regiments, however it is common for Regiments to exclusively include the support drawn from other Regiments in order to sustain operations. The nature of the Regiment alone is one that requires the support of many other Imperial assets. However, Armoured Regiments may include Armoured Fighting Vehicles and Support Tanks with little to no Infantry, or may only include Guardsmen in mechanized formations, known as Armoured Fist squads, where a single Infantry Squad is attached to a dedicated armoured transport, likely a Salamander or Chimera Armoured Personnel Carrier or its equivalent.

Thus, most regiments' Armored Fist squads that are borrowed from other regiments as infantry regiments may have no Chimera APC's. Others may be drop troops trained to drop onto a battlefield using drop ships or Drop Pod-like vehicles or they may have Valkyries attached to them for drop troop insertion. The regiments are mixed once the Imperial Navy's transport vessels picks up all the regiments or brings them to their destination so that tank regiments cannot be outflanked by infantry while an infantry regiment will have an attached artillery battery to back it up.

Imperial Guard regiments are drawn from all types of planets in the Imperium, from Terra itself to pre-industrial feral and feudal worlds, and the contributions of troops from certain planets like Cadia over the ten thousand years of the Imperium's existence run into the millions. The Imperial Guard is constantly at war, freeing worlds from the influence of aliens or the Ruinous Powers, or defending them from the same enemies. The Imperial Guard relies upon the Imperial Navy for transport to and from war zones.

The regiments of Guardsmen are as diverse as the worlds they come from. Where the Space Marines might fight a war through tactics and efficiency, the Guard can easily afford to crush its opposition amidst thousands of lasgun volleys and hundreds of ordnance blasts. Such is the numerical superiority of the Imperial Guard that even Orks can sometimes find themselves outnumbered by the so-called "Sledgehammer" of the Imperium. Imperial Guard equipment and weaponry spans a wide range of common Imperial hand-held weaponry, from the standard-issue Lasgun to the high-powered Hellgun and Hot-Shot Lasgun for Storm Troopers.

Likewise, the Imperial Guard soldiers can also range in quality from Cadian Guardsmen who are trained to kill from childhood, to ordinary Imperial citizens dragged from their homes and stores, handed a Lasrifle and Flak Armour and conscripted into the Guard. However, all Guardsmen will be given intensive training, if not on their homeworld then in transit to their first war zone.

They are taught how to shoot and use special and heavy weapons effectively for weeks before they are sent into combat, and braced for the inevitable shock of being on a foreign and sometimes alien world. A Guardsman who spent his youth on a hive world will probably never have seen the open sky before, while a savage Guardsman from a feral world will have never seen a city or factory or a motorized vehicle before he joined the Guard.

Thousands of men must be properly trained and prepared to serve the Throne in an approved manner. Vessels must be secured to transport these resources and these warriors. It is in the best interests of the Imperium that while vast numbers of regiments are raised each year, they are only raised when necessary, and always with a mind to the speed at which the muster can be completed—for even the mightiest army is futile, if its force cannot be brought to bear quickly enough.

The Adepts of the Departmento Munitorum follow their own inscrutable rules when handling the Imperial Guard's logistics. Each regiment of the Imperial Guard includes a substantial number of soldiers equipped with a broad range of wargear. The simple matter of billeting, feeding, and providing for the basic needs of these troops requires substantial resources. Of course, providing them with adequate equipment to engage in extended conflicts only complicates these matters. Ostensibly, the Departmento Munitorum ultimately assumes full responsibility for supplies.

The overworked scribes and adepts must constantly verify that the appropriate gear is sent to each regiment so that they may function at acceptable levels of efficiency. When a regiment is initially raised, its home planet is expected to provide ample supplies as part of their military tithe to the Imperium.

The Lasgun is the sole exception to this rule. Even on worlds where that weapon is not commonly used, Imperial Guard units are issued some variant of the Lasgun as their standard weapon. Only after a regiment has been issued these supplies and undergone at least rudimentary training can the planetary tithe be considered complete. The variation between different homeworld military traditions and cultural proclivities leads to the substantial variations that are observed between Imperial Guard regiments from different star systems.

Unfortunately, these initial supplies are seldom sufficient to maintain a regiment through an extended campaign. Vehicles, weapons, and gear rapidly degrade under battlefield conditions. Foodstuffs are quickly depleted as the thousands of soldiers strive to remain in effective fighting condition.

As a consequence, the Departmento Munitorum must continue to ship supplies, with the help of the Imperial Navy , to needy war zones. For worlds that regularly provide regiments as tithe, additional supplies may exceed their capacities. Instead, food must be drawn from agricultural worlds with available production, while other gear often comes from manufactoria.

Because of this, over time, as a regiment is repeatedly resupplied, its arms and equipment may begin to show some variation. In practice, the vast reserves of food, fuel, and munitions required represent a substantial issue for any Imperial Guard regiment. In order to stretch them, rationing is a crucial factor.

Officers responsible for supply and inventory must take constant care to see that all wargear is allocated in a responsible fashion. Otherwise, these reserves may be quickly depleted, leaving a regiment unable to operate at their expected efficiency levels. Different regiments employ a variety of policies to see that these allocations are performed in a reliable fashion. Ultimately, however, it boils down to a logistical system that ensures the necessary supplies are available when needed, but may not be squandered.

An Imperial Guardsman is a sworn servant of the God-Emperor. In the same vein, a Guardsman does not own any of his wargear. Instead, it is all entrusted to his care by the Departmento Munitorum. Because of this, a soldier in the Imperial Guard cannot be expected to purchase new equipment or to receive special compensation in exchange for his service.

At least, that is how the system is intended to work. In practical terms, things function slightly differently. Every Guardsman is issued a standard kit that is consistent with the gear provided to all members of his regiment. In addition, specialist gear is provided to soldiers who have particular responsibilities. This might include a special or heavy weapon, tools required for a specific responsibility, or even gear that is appropriate for a specific mission or environment.

Once equipment is issued, soldiers are fully responsible for maintaining it and returning it, when requested, in fully operational condition. Any gear lost or damaged through the course of training or conflict must be fully justified to regimental command. The consequences for unacceptable losses can be unpleasant.

Often, Guardsmen may wish to acquire gear that is outside of the normal mission specifications. Sometimes this may be as simple as having the best possible equipment for the situation. Other times, something might land in a Guardsman's lap with little explanation. The galaxy is enormous, and there are countless Imperial battlefronts with similar or even identical names. The adepts of the Departmento Munitorum may make clerical errors and deliver something entirely inappropriate.

If the wargear is assigned through official channels to a unit, then that group must assume full responsibility for it. However, if the goods are delivered without a paper trail, then the lucky Guardsmen might be able to exploit it for their own purposes. The Imperial Guard is composed of men and women possessed of unquenchable faith in the God-Emperor of Mankind, but they are still ultimately mortals of flesh and blood. To the common troopers, the superhuman Space Marines of the Adeptus Astartes are as gods walking amongst men and for most of the common people of the Imperium, including the troops of the Imperial Guard, they are a rare sight indeed.

Most Imperial Guard troopers will never see a Space Marine, let alone fight alongside one, and as such they are the subjects of all manner of legends, myths, and superstitions. Different Imperial cultures, and the Imperial Guard regiments drawn from them, have their own beliefs about Space Marines. While it is true that a Space Marine can spit acid, in their ignorance many claim they can also kill with a glance or rout an army with a single word.

Tales abound of small groups of Space Marines conquering entire planets or holding off wave after wave of slavering xenos fiends. Some Chapters , in particular the Ultramarines , are lionised across the Imperium.

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Many of them pride themselves on their recent performance. Don't leave your fortunes riding on luck. Putting faith into a brief run of wins is reckless, and a recipe for disaster for gamblers all across the globe. Not just for the last few months, but years and decades across a span of tens of thousands of games.

After all, you worked hard for your money. From the day I set out to engineer this beast, it became an unbending mission to analyze, scrutinize, and test it over a span of not just one or several years, but going back to decades to as far back as when betting records first began to be tracked. I want you to have the same level of unconditional confidence as I do that when you place a wager for this system, you'll be placing a bet that that has historically won at incredible margins in not just the last 5 or 10 years, but to as far back as when the archived betting records and my hair-pulling reasearch could possibly allow!

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Though past results wouldn't guarantee future performance, it can be a reasonably powerful indication, especially when tested over such extensive periods of time. The longer the the system has been analyzed, the more we can safely rely on its past history to help shape a window of what we can look forward to possibly achieve. Answer: Of course! Remember: All of the day-to-day records are fully documented, verifiable, and readily available for you to access as soon as you jump onboard so that you can authenticate for yourself its mind-blowing historical winning accuracy before ever placing a single wager.

Now, how much you personally will be able to win could potentially have varying mileage based on what kind of limits a sportsbook may place on your bets once your bankroll grows to astronomical amounts. The Demolisher betting system has the potential to rapidly multiply your bankroll aggressively in both over short and long periods.

You could be making some large sized wagers once your bankroll reaches hundreds of thousands of dollars with the Demolisher system. In that case, it would be ideal to use multiple sportsbooks to increase your betting limits. I personally reside in Las Vegas where the superbook is just around the corner. In my personal experience, I have not yet experienced a time when the superbook wouldn't accept my wager because it's too high. Therefore I personally don't know what the betting limit is with the Superbook if it exists.

These are possibilities down the road once your bankroll reaches great heights. Answer: No. None whatsoever! For the most part, this is a potentially disastrous betting strategy because when you eventually run into a string of losses, you typically bust your entire bankroll! The Demolisher Baseball Betting System will never have you chase your bets by increasing the size of your stakes to recoup any past losses - ever! All bets are single, independent, individual straight bets. Question: "Does the Demolisher Betting System always win?

But the historical data going back to the day when records were first kept has painted quite a remarkable picture of how the system has performed over time. Although past results don't guarantee future performance, they can be a reasonably powerful indication, especially when tested over such extensive periods of time. The longer the system has been analyzed, the more we can depend on its past history to help shape a window of what we can look forward to possibly achieve.

Numbers just simply don't lie! Question: "How much bankroll do I need to start? Remember, the Demolisher system has the potential rapidly multiply your bankroll to great heights based on proven historical data. Below are the 4 different tactics that sports handicappers often use to inflate their win percentage. Tactic 1: Picking on big favorites to inflate a win rate — A superior team is always more likely to defeat a subpar opponent in the same way that a random day in winter is going to be cold.

When you do lose, you crash hard and have to start all over again in a seemingly helpless cycle Many of your bets will be made on the underdogs to straight up topple over their opponent, allowing you to risk less and win more while still retaining a phenomenal strike rate!

As a matter of fact, one of my claims to fame was on a limited chase system that was powerful enough to drive a sportsbook out of business due to its ingenious angle where each succeeding bet did have a direct higher win probability in contrast to the previous.

It still works remarkably well to this day. This allows you to wager with more of your bankroll while leaving no additional risk exposure. As a math and stats whiz whose livelihood has been mainly defined by numbers and records, let this be a guiding light as to how to properly size up your bets. You'll never have to be a commited to a betting series! Tactic 4: Lying to inflate win records — The final way for a sports handicapper to inflate a win record is also the easiest way: By simply lying to you through his teeth!

Now, I want you to become my next big success story! The sportsbook is a fully-armed empire waiting to ambush you on your next unwary bet. Head into combat alone on their bloodcurdling turf, and you might very well get crushed beyond your wildest imaginations…. You worked hard for your money. Take action today, and you can be leading the charge on a fearless voyage for possible gains of up to many thousands a day! General Story.

Master Veteran. Master Story Missions Veteran. Master Story Story Missions. Dark vs. Light Dark Light Master. Dark Light. Player Story Missions World Bosses. Player Regions of Makeb Story Missions. Player Revanites and their Allies Story Missions. Exploration General Missions Player Vs. Daily Bosses General Missions. Archived Eternity Vault Karagga's Palace. Class Kills Miscellaneous Total Kills. General Imperial Republic. Battle Damage and Deaths Miscellaneous Objectives.

Damage and Deaths Miscellaneous Objectives Requisition. Imperial Republic. Crimson Fang Miscellaneous Story Veteran. Miscellaneous Story Veteran. Mercenary Powertech. Crew Skills Archaeology Mission. Armoring Augment. Accessories Tactical. Buffs Miscellaneous. Augment Barrel. Electrostaff Techblade Techstaff Vibroknife Vibrosword. Accessories Relic Tactical. Color Crystal Hilt. Double-bladed Lightsaber Lightsaber. Focus Generator Shield. Accessories Implant Tactical.

Buffs Healing Miscellaneous. Accessories Earpiece Tactical. Core Motor Parts Sensor. Armoring Enhancement Mod. Items Accessories Accessories. Cartel Market Items. Companion Gifts. Crafting Material. Crafting Mission. Crafting Schematic. Galactic Starfighter. Item Modification.

Melee Weapon. Ranged Weapon. Spaceship Upgrade. Imperial Neutral Republic Utility Zakuul. Kuat Oricon Ziost. Flashpoint Medcenter Trainer Vendor Vip. Arena Reward. Barks Basic Blank Creature. Holocall Pts. Requisitioned Demolisher's MK-2 Lockbox. Binds on Pickup. Use: This box contains two pieces of armor. Other Sites: Jedipedia. Belsavis Reborn. Exit Strategy. Forge the Future. From Sand to Steel.

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Прощения, horse racing betting terms nzs СЛОВ

Blizz Gault Mako Skadge Torian. Imperial Miscellaneous Republic. Rusk T Exploration General Player Vs. Player World Bosses. Chapters Story Veteran. Life Day Nar Shaddaa Nightlife. Beasts General Pets Player Vs. General Player Vs. Story Veteran. General Heroic Paladins Story.

General Story. Master Veteran. Master Story Missions Veteran. Master Story Story Missions. Dark vs. Light Dark Light Master. Dark Light. Player Story Missions World Bosses. Player Regions of Makeb Story Missions. Player Revanites and their Allies Story Missions. Exploration General Missions Player Vs. Daily Bosses General Missions. Archived Eternity Vault Karagga's Palace. Class Kills Miscellaneous Total Kills.

General Imperial Republic. Battle Damage and Deaths Miscellaneous Objectives. Damage and Deaths Miscellaneous Objectives Requisition. Imperial Republic. Crimson Fang Miscellaneous Story Veteran. Miscellaneous Story Veteran.

Mercenary Powertech. Crew Skills Archaeology Mission. Armoring Augment. Accessories Tactical. Buffs Miscellaneous. Augment Barrel. Electrostaff Techblade Techstaff Vibroknife Vibrosword. Accessories Relic Tactical. Color Crystal Hilt. Double-bladed Lightsaber Lightsaber. Focus Generator Shield. Accessories Implant Tactical. Buffs Healing Miscellaneous. Accessories Earpiece Tactical. Core Motor Parts Sensor. Armoring Enhancement Mod. Items Accessories Accessories. Cartel Market Items. Companion Gifts.

Crafting Material. Crafting Mission. Crafting Schematic. Galactic Starfighter. Item Modification. Melee Weapon. Ranged Weapon. Spaceship Upgrade. Imperial Neutral Republic Utility Zakuul. Kuat Oricon Ziost. Flashpoint Medcenter Trainer Vendor Vip. The most significant of my discoveries became the invention of the universal rules of divisibility for all known integers that was eventually requested to be published by a prominent math journal.

Sure, the bullies in school would poke fun at my thick glasses and give me wedgies at gym class every time they had their hands on me. But I sucked it up and continued to slave it away because somehow, I had faith that paying the price now as an ambitious nerd could pay off in untold dividends one day as I reap back the rewarding bounties….

I want to give you a glimpse into my charming way of life so that you can have the peace of mind and confidence that my success, standing, and reputation are abundantly known and established! Yet, I have no desire to be recognized or famous. But I do want to lay everything out there so that you can know that I am real, and that my story is as inspiring as it is genuine. So if you take advice from anyone, take it from someone who has the accomplishments, reputation, and done-it-all experience in this merciless arena.

Slot machines, for example, pay out at certain intervals. As such, it remains one of the few forms of gambling where a sharp bettor can take advantage and gain a winning edge over the sportsbook by making smart wagers that are historically proven. Casinos usually hate it when you steer toward their sportsbooks instead of other gambling activities on the floor. What if there exists a simple, step-by-step, mechanical formula to make consistent winning bets on sports?

What if that system requires no knowledge about sports, or betting, or even experience or interests in the subject? What if it could be so revolutionary, yet so brainlessly-simple that anyone from any walks of life can follow its easy, template-driven formula to bank in devastating profits as sports games are played? What if that system can be seamlessly operated to its pinnacle without spending any more than just a few minutes a day?

And you can do it all without ever having to slave through hard labor, or toil your sleepless nights away studying grueling subjects. You see, money makes the world go round. To secure even the most basic career these days could require an extensive resume in education and experience across the board.

But creating income in sports betting requires no qualifications. It might just be the most comprehensively tested sports betting system ever! Every single game, bet, and result of the system have been painstakingly recorded since the day betting records began to be tracked. Using this information will allow you to determine if any team fits into betting criteria for the system.

Now go slip on your snuggly pajamas, grab your favorite beer, kick back on your Lazy Boy, and watch as the potential winnings come flooding in while cozying up nearby the fireside comfort of your own home! My dad taught me a lot about the dangers of faith in short term gains. Back in his heydays he invested into stocks and made a considerable returns in his first run. Excited with his newfound success, he went on to dump much of his fortune into the market. Little did he know, his lucky streak was about to come to a screeching end when the market tanked thereafter.

Sports handicappers tend to ride their streaks in similar ways. Many of them pride themselves on their recent performance. Putting faith into a brief run of wins is reckless, and a recipe for disaster for gamblers all across the globe. Not just for the last few months, but years and decades across a span of tens of thousands of games.

After all, you worked hard for your money. From the day I set out to engineer this beast, it became an unbending mission to analyze, scrutinize, and test it over a span of not just one or several years, but going back to decades to as far back as when betting records first began to be tracked.

After all, a system can always get lucky for one or even several years. Just like an investor who foolishly believes in his own hype when he gets a lucky break, any betting system can appear magical during a fluky run. You need its results to be fully documented, accessible, and verifiable over as many years and decades as you can possibly gather. Never need to bet on a Run Line which cuts into winning profits.

I want you to have as much transparency about its astonishing historical performance as I do, before you ever place a single wager with the system! The longer the the system has been analyzed, the more we can safely rely on its past history to help shape a window of what we can look forward to possibly achieve. I personally reside in Las Vegas where the superbook is just around the corner.

These are possibilities down the road once your bankroll reaches great heights. Answer: No. None whatsoever! For the most part, this is a potentially disastrous betting strategy because when you eventually run into a string of losses, you typically bust your entire bankroll! The Demolisher Baseball Betting System will never have you chase your bets by increasing the size of your stakes to recoup any past losses — ever!

All bets are single, independent, individual straight bets. Answer: No betting system in the world can be relied on to keep winning forever, and so having losses from time to time has be to expected. But the historical data going back to the day when records were first kept has painted quite a remarkable picture of how the system has performed over time.

The longer the system has been analyzed, the more we can depend on its past history to help shape a window of what we can look forward to possibly achieve. Below are the 4 different tactics that sports handicappers often use to inflate their win percentage. Tactic 1: Picking on big favorites to inflate a win rate — A superior team is always more likely to defeat a subpar opponent in the same way that a random day in winter is going to be cold. When you do lose, you crash hard and have to start all over again in a seemingly helpless cycle….

As a matter of fact, one of my claims to fame was on a limited chase system that was powerful enough to drive a sportsbook out of business due to its ingenious angle where each succeeding bet did have a direct higher win probability in contrast to the previous. It still works remarkably well to this day. This allows you to wager with more of your bankroll while leaving no additional risk exposure. As a math and stats whiz whose livelihood has been mainly defined by numbers and records, let this be a guiding light as to how to properly size up your bets.

Tactic 4: Lying to inflate win records — The final way for a sports handicapper to inflate a win record is also the easiest way: By simply lying to you through his teeth! Now, I want you to become my next big success story! The sportsbook is a fully-armed empire waiting to ambush you on your next unwary bet.

Head into combat alone on their bloodcurdling turf, and you might very well get crushed beyond your wildest imaginations…. You worked hard for your money. Take action today, and you can be leading the charge on a fearless voyage for possible gains of up to many thousands a day! Just simply bet straight up on a team to win. System will never ask you to buy points, bet on the run line, commit to a betting series, or increase the size of your stakes to recoup any kind of past losses.

You need zero betting experience. All you need to do is just simply bet on a team to win. You need zero sports knowledge. It might be helpful to simply just be aware of the teams in Major League Baseball, and some simple sports terminologies which will also be thoroughly explained to you in my manual. You need zero interests in sports. You need not to have any interests or knowledge in the sport to utilize the system.