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Sang Guard...is this build overkill?


Redfinger

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I am running a all jumper list at 2k and about 50 marines, I am running 1 Sang Guard unit and I have a few points left over so I was planning on equipimg them with 2 power fists and 3 infernous pistols, I am thinking crack the egg and assault the squishy center. I am not running Dante, but I am running 2 librarians so one will be joint the squad for extra punch and the other will be joint my 4 meltagun HG. I also have 2 VV's who can assault and provide a bubble for the HG and Sang Guard.

 

 

Anyway, back to the original question, is the Sang Guard build to much?

 

Ashton

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i dont like having powerfists on sang guard either. As mentioned they are meant for taking out infantry in melee, and dont really need the fists. If you really want a fist just get one. Also make sure you keep a priest with your guys. Having them strike at I 5 is really helpful.

This build is not really overkill, but ineffective. :lol:

 

They don´t need Powerfists...send them aganist terminators, marines and all that stuff, they will have a field day slaying down enemies.

If you purchase them a PF, you reduce the attacks that come at init 5, and with that you give the enemy a chance to strike back. Against Terminators, its all or nothing, as I like to say. :Elite:

 

They should not crack the egg, they should smack the center with sticks of awesomeness( = add a Sanguinary Priest). :HS:

 

Snorri

2 Power Fists and 3 infernus pistols could almost pay for another Sanguinary Priest with a Jump Pack and Power Weapon

 

Almost isn't generally considered to be 40 points short is it? :lol:

 

I like having at least one Power Fist in the squad because you can't control what might be near that squad you want to charge. And if it's a Dreadnought or Nob Bikers you better be able score some hits that do damage. As good as the Sanguinary Guard against normal infantry are they rather stink when faced with high T or AV in CC.

At the most I'd put a single fist in the squad. I'm of the mind that they carry those master crafter power weapons for a reason. Get them a priest and charge footslogging infantry and watch them wilt before they get attacks back.

 

Sometimes I load my Sanguinary Guard up w/ 5x Infernus Pistols, it's fun to watch them take down an Hive Tyrant from 6" away, it's fun to taunt the bugs.

If you are sticking a librarain into this group you won't need the powerfists. The librarain can take sword of sang. and with a sanguinary priest.

The librarain will hit on the charge at Str. 10, Int. 5 and Atk. 4. Just give them a chapter banner to boost their attacks and the 3 infernus pistols.

 

J

If you are sticking a librarain into this group you won't need the powerfists. The librarain can take sword of sang. and with a sanguinary priest.

The librarain will hit on the charge at Str. 10, Int. 5 and Atk. 4. Just give them a chapter banner to boost their attacks and the 3 infernus pistols.

 

J

 

mmmm.....I really like that idea, thanks for pointing that out.

 

And to everyone else, thankyou for your feedback!!

 

Ashton

I am just starting out with the Blood Angels and I just wanted to say that these ideas are great. I have been tossing back and forth whether or not the Sang Guard is worth the points and if you prioritize what you are going after with them correctly it sounds like they can be a power house.

My piece of advice is as follows:

 

Unless you KNOW you will be facing a large hoarde army, you really want your units to average 7-8 kills on the charge(in mathhammer).

 

What that means is this: CCW Scouts in full numbers with PF, Tactical Squads with at leas PW sergeant, Assault Squads with PPW, Vanguards in 5 with only some power weapons/relic blades/hammers, honour guard in limited numbers and more defense if points available.

 

Why? Most of these squads you want to charge in and if you do that, you dont want to completely kill the unit so that you arent open to incoming fire during your opponents turn. Of course some space marines are smart enough to combat tactic away, but 7-8 should mean a 5-10 kills almost all the time.

 

The sad thing is that if you lose a few units, you are now no longer a close combat powerhouse.

 

If youre going to footslog them, ignore my advice and go for half well equiped, 1 quarter with the best Invul you can get and one quarter as extra wounds.

 

The only exception to this rule of mine is the deathstar. If you are going to commit an HQ or two, a LR equivalent transport (or pod plus many support units) you have to get the best you can for your points. Kill a squad, get shot a bit and move on (or jump back in).

 

Maths isnt always the key, but you might want to do a detailed breakdown of all your units in close combat.

 

IE. Take Jump Pack Vanguard Veterans on the charge for Example:

 

Sergeant with RB 3*1/2*5/6 = 1,25 for 70 points is 15,38 (kills divided by points * 1000)

Sergeant with TH 3*1/2*5/6 = 1,25 for 70 points is 15,38

Sergeant with PW 4*1/2*1/2 = 1 for 55 points is 18,18 (better worth for points, but only unit able to take relic blade, so creates some decisions)

Veteran w CCW + BP 4*1/2*1/2*1/3 = 0,333 for 30 points is 11,111

Veteran w CCW + Storm Shield 4*1/2*1/2*1/3 = 0,333 for 45 points is 7,41

Veteran w LC 3*1/2*3/4 = 1,125 for 45 points is 25

Veteran w LCs 4*1/2*3/4 = 1,5 for 60 points is 25

Veteran w TH 3*1/2*5/6 = 1,25 for 60 points is 20,83 (so it is chaper to take a thunder hammer veteran than a sergeant...)

Veteran w LC + SS 3*1/2*3/4 = 1,125 for 60 points is 18,75

Veteran w TH + SS 3*1/2*5/6 = 1,25 for 75 points is 16,66

Veteran w PW 4*1/2*1/2 = 1 for 45 points is 22,22 (so taking one power weapon is worse in fact than one lightning claw, since the extra attack doesnt outnumber the rerolls with this number of base attacks. In fact without the charge, they are mathematically equal, but that isnt the point. NEVER take a PW over a LC if they cost the same)

 

What you can see here, besides the tactical (gaining anti tank, gaining invul) is that taking a single lighning claw is better than a single pw. ALso that taking 2 LCs is not worth it. For the same points worth of 2 LC Vets and 1 LC vets you get just as much killiness but more bodies with the second option. And many more things to consider. People dont like mathammer, but some things just plain dont make sense.

 

Taking 2 LCs becomes "tactically unwise" and so on.

 

Break down your own units and find out what does what you want with the lowest number of points.

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