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Sanguinary Guard Army... viable?


Vash113

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I'm curious; what do you do to counter high-initiative units that ignore armor saves? I would imagine that due to the very high cost of the Sang Guard, that would be a problem...

 

In My Sang guard list I have two counters to such a problem, as well as anti MC and dreads.

 

The first is a storm raven with twin assault cannon, twin multimelta hurrican bolters and extra armour.

 

Flying as a gunship its' role is to deal with any high prioety target early on.

 

My second unit is 5 vanguard vets with jump packs, melta bombs storm shields 4 lightning claws and a glaive.

 

With their 3++ save they can hang on in where Sang guard will die.

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There are different ways to play the Stormraven, based upon my experience the best way is to surge forward and deliver a deadly payload. Against some armies you can sit back for awhile & play the range game. Nothing quite like hitting the enemy with a hard squad of DC & a DC dreadnaught.

 

0b :D

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I think TML speeders and stormravens would be wonderful support items for this type of army. Both of those vehicles keeps up with the speed of the army, and they can alleviate the mechdar speeding around the table as well.

 

Typhoons give you the krak missles to bust transports and light to med armor tanks, you can sprinkle in whatever second weapon you want. HBs or the HF for hordes (imo, id prob just stick with the HB's as you can sit way back with frags and the hbs and pepper large mobs), and my favorite is the MM for when you need to zip on to bust up heavy armor.

 

I think the Stormraven has been talked about, but one of the things that I think it lets you do is field dreads with a fast army. These things fill roles that the SG lack yet lets you maintain the overall mobility of the army list.

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