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Sanguinary Guard Analysis


SnorriSnorrison

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So, today I played my first 1500 point game to included a unit of SG.

 

Took a single perdition pistol and the chapter banner, no other upgrades. Ran them with Dante and a priest (other than the jump pack he had no gear)

It wasn't till turn 6 that my Tau opponent finally managed to kill the full 5 man unit.

 

Im now fully in agreement that keeping upgrades to a minimum and taking the chapter banner is massively useful.

 

I also ran a 10 man RAS supporting then SG the entire game, the one-two combo was awesome.

 

Game resulted in a win for me using the following (it was a take and hold mission):

 

Dante

corbulo (wasted as he never used the re-roll and the unit he was with never even got shot till the last turn)

Priest with jump pack

5 Sanguinary Guard with perdition pistol + banner

10 RAS with thunder hammer and two melta guns

10 tacticals with Melta, rocket launcher and Power Weapon (combat squaded)

10 tacticals with plasma gun and plasma cannon.

2 rhinos

Baal Preditor

 

End of the game the Sanguinary guard had finally been killed after taking a lot of fire all game.

single RAS left. Both Tactical squads were at full Strength.

 

 

Main thing I learned, try and leap frog the SG from cover to cover, keep the RAS infront of them, especially with Dante in the squad they're such a huge shiny target that they get shot at instead of the RAS meaning they get 4+ Cover Saves.

The moment the two units were seperated they performed less well. SG seem to me to require a support assault unit to perform.

 

p.s. Dante with 7 Attacks on the charge and I7 S5 is awesome :) (banner +4 + 1 for CCWs +1 for Charging)

I agree on keeping them as low cost as possible, ALWAYS adding a Chapter Banner and an escorting SP and having them do the role which they are described as in the fluff.... flying in to save the day and wipe any target off the table in one game turn of combat.

 

They are certainly not Hammernators, but then they serve an entirely different role. They are the ULTIMATE counter assault unit. They will be able to clear practically any threat which reaches your lines. The example given of the Vulkan Pod list was an excellent one.

Love the writeup Snorri. Only thing I missed was the option of a Powerweapon upgrade in the description of the Sang Priest. In my personal opinion, a power weapon is never a good option for a Sang Priest unless they join a Sang Guard. Adding 5 more PW attacks at WS5 to the already 20 PW attacks on the charge is really something that greatly increases the killing power of the squad (and reduces the need of DM's because the Priest has higher WS).

 

Anything else: I love to see your favorite loadout is the same as mine (Banner+IP, no Fist), as it also is mine and it is nice to see an experienced SG player like you agree with me there. My experiences really are very similar as well: Hit Hard, Hit Fast, don't get hit back. It's the credo of the Sanguinary Guard in my eyes!

When I was using Sanguinary Guard I ran mine with the banner, two melter pistols and a power fist. I'd attach Dante and a Sanguinary Priest with a power sword. This unit was designed to fight against mech IG and they performed very well. I liked having the three melter pistols in case I was shooting at a tank that had just popped smoke. The power fist rarely if ever got to swing since all those power weapon attacks killed most everything but for only 10 points I liked to have it for insurance, plus it looks really cool. :)

 

G :)

Love the writeup Snorri. Only thing I missed was the option of a Powerweapon upgrade in the description of the Sang Priest. In my personal opinion, a power weapon is never a good option for a Sang Priest unless they join a Sang Guard. Adding 5 more PW attacks at WS5 to the already 20 PW attacks on the charge is really something that greatly increases the killing power of the squad (and reduces the need of DM's because the Priest has higher WS).

 

Anything else: I love to see your favorite loadout is the same as mine (Banner+IP, no Fist), as it also is mine and it is nice to see an experienced SG player like you agree with me there. My experiences really are very similar as well: Hit Hard, Hit Fast, don't get hit back. It's the credo of the Sanguinary Guard in my eyes!

 

Thanks, that's nice to hear. :yuck:

 

Thanks again guys, all the praise makes me blush! ;)

 

JamesI, I have already contacted Sigismund Himself, he said that the article can be submitted after refitting the new software. I shall be waiting till then. Thanks for adding this to the BA Ressource Project!

 

 

Snorri

Just to add to those that run a safety power fist.

 

It totally depends on the metagame of your area i guess. my most common opponent is a nid player, and that powerfist has saved me countless times. All it takes is for you to whiff once with your rolls on the charge to appreciate it. even against non T6+ units, the powerfist almost guarantees a wound or two.

 

But then again, ive never had them in combat long enough to make use of the hit and run rule. isnt that only useful if you expect to be locked in combat for at least 3 turns?

Hit and Run is useful in the following:

 

If you're unlucky enough to get charged, flee at the end of their assault phase.

 

If combat lasts against a unit (say 30 orks?) into their turn after you charged (likely as even with Dante and a Priest thats likely only 32 attacks assuming a banner and you charging

It's only 10 points. The main disadvantage is the squad is small so a power fist subtracts from your I5-I4 attacks. Like I said it works for because when I run my Sanguinary Guard I typically attach Dante and a Priest plus they have the banner. If you're running them solo then it's not as good. It's situational and depends on a lot of factors.

 

G :P

When adding a powerfist you loose more than just the initiative, you also loose a reroll from the Glaive.

That is simply too much good to loose for just getting Str 8 when, as posted, adding your Libby to them does the same and better.

 

There are better squads to give Power Fists/Thunderhammers to in my opinion.

When adding a powerfist you loose more than just the initiative, you also loose a reroll from the Glaive.

That is simply too much good to loose for just getting Str 8 when, as posted, adding your Libby to them does the same and better.

 

There are better squads to give Power Fists/Thunderhammers to in my opinion.

 

Unles your whole army is SG.

 

Against Ravenwing I come to rely on my PF's. But then I'm weird and don't run a priest.

There are better squads to give Power Fists/Thunderhammers to in my opinion.

 

Unles your whole army is SG.

 

My last line shows I agree with you.. there are better squads, unless you don't run those squads then you need the balance of PFs in other squads.

 

I also agree with BO, blanket statements do not fit this squad well.. just like the ones who at first said: "they suck because they lack inv save", any other statement saying they are good when you do something depends entirely on the situation.

Very nice article, well presented and eminantly readable. As there are a couple of Sanguinary Guard themed armies around near me, I looked at this with a different eye and it was still rather informative... although perhaps not what you intended! ;)

 

As an aside:

 

Would be like bacon-flavoured beer or something.
This exists. Gotta love the Belgians.
  • 3 weeks later...
  • 2 months later...
Uptil now I'd just equip them the same for every game. I'd just add Dante, a Chapter Banner and then Deep Strike where they'd kick some ass but in the end they'd die because of Battle cannons. powerclaws, etc. Adding a Sanguinary Priest really improved them! Great article, great help :P

Lord Captain Sam,

 

I'm not really sure how to do that. :) To be honest, this was the first time for me to use the code tags here at the BnC, and I when I tried to edit the original post prior to this, all the headers and writing got mixed up...I was really lucky that I accidently fixed that. ;)

 

Snorri

I think he may be talking about the title. On my screen the length of the text in the red box causes me to lose the very right hand side of the article. It is just a few pixels longer then my monitors support (I run at 1680 by 1050 on both my 22" wide screen monitors). It does not really need fixing though, you can either move the bottom focus bar to the right and read the whole article easily or you can hold down the control button on your keyboard and rotate the scroll wheel on your mouse backwards one knotch (This zooms you out just a hair) and it is perfect. Other people may not be affected as their default IE/Firefox/Mozilla setting may already have a slight zoom built in, it is all in the preferences.
  • 1 year later...
Dear Snorri.

 

maybe you want to update this thread to reflect the new edition? ;)

i found this thread as one of the good ones here at BC :D

 

greetings,

Martin

 

Hey matey, thanks for the interest - I'll give it a try on friday, because the rest of the week I'll find no spare time do sit down to write, edit and ponder about what has changed from 5th to 6th edition. :P

 

 

Snorri

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