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Dante all jump lists


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Hey folks. I'm considering doing a Dante Sanguinary Guard themed list. I'm still deciding if it will be all Sanguinary Guard, or a mix of them and normal assault marines (with priests of course.) I know there are several people here who run these sorts of lists. How do they do? Who are they good/bad against? How competitive do you consider them? What sort of playstyle do they have?

 

Any impressions about these sorts of lists would be welcome.

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Matey- there are Loooooads of "all jump pack" army threads.

Take a look there for some insight.

Also, more recently, and still on pg1 of this forum is the Sang Guard thread discussing pros and cons.

 

You will find that the concensus is that although JP can work, they tend to be shot up quite heavily going in.

 

My advice would be to consider Sanguinor for an all jump pack list. His ability to give extra attacks as well as boost one of your sargs will be great.

 

Dantes plus works well with a chunky RAS squad to make use of the precision melta placement as well as ability to use hit and run.

I run both a pure Sanguinary Guard army and a more classic Jump Packs army. As morticon said, there a a lot of threads on the subject already. Some re-hashing:

 

  • You need a librarian with Shield of Sanguinius. Really, you do.
  • Sanguinary Priests are a must as well.
  • HG with 3 or 4 meltaguns are great.
  • Pure SG is difficult. These guys are expensive and don't have an invulnerable save. I'm trying to mix-and-match now instead. Oh, and Angelus Boltguns are usually forgotten in the debates surrounding the usefulness of SG but are quite decent at Assault 2 and AP4, for anti-troop purposes (Ah, if only they were pistols and the glaives one-handed !)
  • Just because you can Deep Strike doesn't mean you always should!
  • Many Jump Pack BA armies rely on Vanguards (with or without some SS) to tie down problematic enemy units. I love them in classic jump pack armies, but I'm not sure they are that useful in a SG army though.
  • To support your guys, there are a few different schools of thought:
    1. Tanks obviously. Mostly Predators (both normal and baals)
    2. Rifleman dreads
    3. Devastators with 4x ML and additional bodies
    4. Land Speeders/Attack bikes

I like to take commander Dante, the Sanguinor and one squad of Sanguinary Guard in my jump army. This way you can take advantage of all the perks these two HQ have to offer. Dante and Sanguinor synergize together very well and are a potent combination. I run Dante with the squad of Sanguinary Guard and a Priest. That is the best way to go in my opinion. You can load up on melta pistols, the banner and toss in a power fist. This is a big chunk of points but it is very hard hitting. 2+ armor save for everyone except the Priest means that things like missile launchers will bounce. I think one squad of Sanguinary Guard is enough, you also want to be able to take advantage of our awesome assault squads plus you want at least one sergeant so that you can take advantage of Sanguinor's blessing, which is always very helpful indeed.

 

0b :)

So do people find it useful to run armor in these lists? It seems to me that one of the main points would be to run a zero armor list. Having no armor on the field will render a lot of dedicated AV units inefficient or downright useless.

I suppose it's about finding the right balance of assault squads (for bodies and scoring), sanguinary guard (for anti-elite and coolness), vanguard (for fast interception of high profile threats) and characters/priests for buffs.

 

I could see something like 1 SG, 2 ASM, and 1 VV with HQ and priests in 1500. All with plenty of meltas.

 

 

Also, could people link me to any of the other discussions of all jump armies? I've found plenty of threads on SG, but not much in the way of stuff discussing the fundamentals of jump lists. Perhaps my search-fu is just failing me.

I'm running Dante, Sanguinor, 2 Priests (PW), chaplain, 2 ASM (2xmelta, PF) and 3 Baals.

 

The trick is to stay in combat during their player turn so they can't shoot, then Hit and run with Dante to begin the assault bonuses again on your turn.

 

Also don't forget, when DOA doesn't quite go right, you can run into cover.

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