old git Posted September 30, 2012 Share Posted September 30, 2012 As stated, are Sanguinary guard worth taking? AP3 weapons means they lost their previous best use, Terminator killers. Can they still be put to good use with only 5 in a unit and AP3? I have a hankering to try them out with a couple of infernus pistols and all swords (to keep the I4). Crack open a transport, assault the contents, or go small elite hunting, as long as the small elite isn't termies. What say the more experienced Angels. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/ Share on other sites More sharing options...
DominicJ Posted September 30, 2012 Share Posted September 30, 2012 Against anything but terminators they are brutal. 25 attacks, master crafted, AP3, for 230pts Throw in their assault bolters and they can be relied upon to wipe out even a space marine squad. Add a priest for FNP Keep them out of site, they will draw a lot of heavy fire and they cant really take it Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192001 Share on other sites More sharing options...
old git Posted September 30, 2012 Author Share Posted September 30, 2012 I can see 20 attacks on the charge with a chapter banner, where do you get 25? edit - Hammer of Wrath? base strength and no AP though. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192010 Share on other sites More sharing options...
Killax Posted September 30, 2012 Share Posted September 30, 2012 They are good, soak up a lot of points and in general do what our HQ can also do. In my experience, BA have problems with fielding "all goodness" so it will cut deep into your armour count or troops. Personally I think the BA elite units feel a bit unnesacery because of Mephiston being such a unit on his own and filling the needed HQ slot. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192017 Share on other sites More sharing options...
Black Marshal Posted September 30, 2012 Share Posted September 30, 2012 the only way i can think to get to 25 attacks is have the sanguinor hanging around some where... Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192019 Share on other sites More sharing options...
Black Marshal Posted September 30, 2012 Share Posted September 30, 2012 but back to the orginal question i have found with a lay out of three swords two axes, or three swords one axe and one fist. they are very effective. i run a 2000 and a 2500 sanguinary gaurd army and can table armies quite easily. the biggest down fall is the short range of the shooting. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192027 Share on other sites More sharing options...
SnorriSnorrison Posted September 30, 2012 Share Posted September 30, 2012 Sanguinary Guard are great, although through the new weapon rules they have suffered a bit compared to the previous edition of 40k, but they've gained something as well! Their 2+ armour save and the 5+ FnP makes them flying terminators. Ironically, terminators and equivalents are the only thing they should stay away from(and, let's be honest, walkers). They still slice through everything else and their armour save makes them incredibly resiliant against incoming fire/attacks. 20 attacks on the charge with the banner at S5, AP3. It's still some great potential there. Add a Priest with poweraxe and you've got yourself an elite unit hunter. Their boltguns are effective as well and provide a considerable pre-charge attack and overwatch potential. Snorri Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192038 Share on other sites More sharing options...
JamesI Posted September 30, 2012 Share Posted September 30, 2012 Why is everyone focusing on AP3 for them? Give some axes or fists for AP2. Personally, I've got nothing but good things to say about Sanguinary Guard in 6th, though I'm not sure they are worth it without the banner. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192139 Share on other sites More sharing options...
Deschenus Maximus Posted September 30, 2012 Share Posted September 30, 2012 They are greatly improved in CC, but the resurgence of plasma has me a bit skeptical. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192147 Share on other sites More sharing options...
SamaNagol Posted September 30, 2012 Share Posted September 30, 2012 They lose badly to Storm Shield termies. Other than that they are awesome. But I prefer Death Company for killing the opponents' troops. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192213 Share on other sites More sharing options...
Xenith Posted October 1, 2012 Share Posted October 1, 2012 They lose badly to Storm Shield termies. As does everything. If we didn't take units that were bad vs SS termies, then we would take very little. The SG have a place, but likewise, you need a counter to their counter. A few plasma cannons to whittle down termies is a good idea, and use their mobility to pick and choose your fights. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192601 Share on other sites More sharing options...
DominicJ Posted October 1, 2012 Share Posted October 1, 2012 Yeah my bad on attacks. The problem with giving them ap2 is they shouldn't need it. Almost anything with a two up save will beast your sang guard, or at least bloody them. Whereas anything without will likely die before it hits, or do no damage when it hits. They aren't perfect, but they are perfectly usable tool. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192608 Share on other sites More sharing options...
Xenith Posted October 1, 2012 Share Posted October 1, 2012 Yeah my bad on attacks.The problem with giving them ap2 is they shouldn't need it. Almost anything with a two up save will beast your sang guard, or at least bloody them. Whereas anything without will likely die before it hits, or do no damage when it hits. They aren't perfect, but they are perfectly usable tool. Agree on dominic with this one. The only real conceivable time for axes is when they go up against an IC with a 2+ save and power sword (draigo, meph) where they stand a chance. Power swords and murdering tactical squads all the way. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192614 Share on other sites More sharing options...
DominicJ Posted October 1, 2012 Share Posted October 1, 2012 Just to reiterate xeniths point, sg are nippy. There best use is finishing of squads who have already taken a few punches. Codex not to hand, but i think they should knock out 7 meqs on the charge. Vanguard, sternguard, depleted normal squads, all easy picking Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192615 Share on other sites More sharing options...
Ushtarador Posted October 1, 2012 Share Posted October 1, 2012 I like having 2 axes on them for two reasons: Kill enemies with 2+ save but AP3 power weapons (like e.g. Mephiston, LC termies or GK-termies with not enough hammers), and suicide into terminators during the later stages of the game. If you are in turn 4 and your SG has wiped out their priority targets on the board, those 8 AP2 attacks will help your RAS considerably when cleaning up that big terminator blob contesting 2 objectives in the middle. Since you should run with a sanguinary priest most of the time, you can just challenge any PF-seargant and most likely kill him even if you dont have a power weapon, thus preventing losses on your SG. Marines will hit you with their normal attacks anyway, no advantage there when using swords. edit:/ Now that I think of it, the chance of killing a whole 10man squad (and therefore the PF) in one go is slim at best. Do swords really have any advantage over axes? The only advantage I can think of is when assaulting a already decimated squad (or maybe Nob bikers B)). Remember that axes also have +1S, which makes a big difference. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192621 Share on other sites More sharing options...
DominicJ Posted October 1, 2012 Share Posted October 1, 2012 I get seven dead meqs on the charge, so it shouldn't take much preparation to be wiping squads out. But it depends what rest of your list is, i take five to ten plasma weapons, and they shoot termies as a priority. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192653 Share on other sites More sharing options...
skrikspya Posted October 1, 2012 Share Posted October 1, 2012 7 killed MEQs are quite awesome. They will be locked in CC and the risk of every gun to point at you is decreased. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3192833 Share on other sites More sharing options...
Father Mapple Posted October 2, 2012 Share Posted October 2, 2012 7 killed MEQ in a combat, or anything over 4 really, means they're going to be sitting out on their own unless you're fighting fearless opponents, due to the Ld. drop for morale. -7 on Ld. 9, means insane heroism required to stick around! -4 means 5 on 2d6, which isn't likely. Now there is a good chance they'll "catch" their opponents and stick around if they're ATSKNF, but it's not a given. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3193622 Share on other sites More sharing options...
DominicJ Posted October 2, 2012 Share Posted October 2, 2012 Mapple Depends, by the time I plan on exposing my SG, there shouldnt be a massive threat ready to counter them. Remember, most marines can choose to break and shoot you to ribbons anyway. Link to comment https://bolterandchainsword.com/topic/262097-sanguinary-guard/#findComment-3194058 Share on other sites More sharing options...
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