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Honer guard or sanguinary gaurd


captain Angel

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The title says it all.

 

My opinion is honer guard with either chapter banner and 4 storm shields and 4 lightning claws, or chapter banner, blood champion, power fist and storm shield (holds banner), and 2 power weapons and special pistols.

 

Which do you prefer and how would you arm them?

 

P.S. How are my honer guard builds?

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I assume you equip your HG with jumppacks, right? (I wouldn't bother with HG in mech list). Anyway, I'd go with shooty HG, which is better if you go DoA route. Arrive -> shoot -> relocate -> shoot again (with the ability to take 4 meltas or plasmas HG really shine). I'd avoid equipping jumpy HG for close combat. If you'd like to, I'd suggest Chapter Banner, Blod Champ, and a pair of Power Weapons and a Claw. I wouldn't bother with 4 SShields, as they'd attract enemy fire (who'll want to get rid of 200+ points and a priest at once).

 

If you want to have powerful CC unit, I'd go with Vanguard Vets (you may take more than five, and Heroic intervention is also a great thing).

 

Sanguinary Guard, well, they are good at finishing already thinned units, so they assume a different role.

 

Just my $0.02

With their ability to take multiple meltas, I would say that honor guard need to be a shooty element to your DoA army. Set them up with at least 2x meltas if not 4x and put dante with them to set them down right inside melta range and pop armor. Nothing scares a land raider more than that. You can also add a storm shield or two for survivability.

 

As GvOzD said, if you want a hammer, you want vanguard vets on their own so that they can heroically intervene.

SG can take pistols plus you can place them exactly how you like when they drop... plus they count as a troop choice. I think a choppy HG is way better than a shooty one. You can load up assault squads with melta (two meltaguns and one melta pistol).

 

G <_<

As Black Orange said RAS with two meltas scare Land Raider as well (my mate's LR was scared to death by them in several games). 4 meltas is overkill if talking about tanks, and is "underkill" (does this word exist? <_<) if talking about infantry (only 4 shots).

 

I personally love Plasma-HG. 8 S7 aP2 shots within 12" wipe out Tau Broadsides, Devastators, even slay Termies, and within 24" effectively penetrate up to AV 12. With your Vanguar butchering other elite troops like Tau Crisis (I like to spoil my xenos loving mate's day :ermm: ) plasma HG can take the most beneficial position and deal with what you find most annoying. It gets hot, but you have the novitiate with FNP ;)

My best HG load out was 2 with meltas and storm shields and 3 lightning claws, with a librarian. IMO sending Dante with SG is pointless. Any time I have used Dante it was either RAS or HG. Dante linking up with VV after they have already used their Heroic Intervention is also a nice tactic.

Dante with SG is amazing. In my experience, they will wipe out a squad on the charge without the opponent ever getting to swing back. And because they are equipped with Artificer armour, they won't fear return fire unless it's mass AP1\AP2 weapons. And they're scoring, which often will turn a loss into a draw, and a draw into a win. What's not to like?

 

On the drop, Dante should be with a RAS or a melta HG.

I totally agree that SG are good with Dante, but I think Honor Guard can really benefit from some of his rules to make a big impact on the game. I like the idea of plasma wielding Honor Guard as they can DS into position and take out some elite infantry and then jump on.
I just recently put together an HG with 4 plasma guns... got 2 games in and let me tell you they are BRUTAL. Working on a custom Dante now to go along with them.

Do you give them anything else? I have been considering the same setup, with perhaps a powerfist or lightning claw on one.

I run my plasma HG with CCW and nothing more (models have both PG and chainswords). They can't charge when they shoot (and I want them shoot all the time! <_< ) so adding PWs or PFs will just consume points. I also try to deploy them without the range of CC units, so most of the times my enemy could assault them only with his firewarriors (not a good idea)

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