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Welcome to part one of the Blood Angels Unit of the Week series!

 
Following the release of the 10th edition Codex Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will discuss the units from the units found within Codex Supplement: Blood Angels, parts two to four will discuss Codex: Space Marines, part five will be Imperial Armour, and part six will be Legends.
 
Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.
 
Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Sanguinary Guard


What are you thoughts here folks? How best would you use Sanguinary Guard?

  • To compliment a list, or to build a list around? 
  • Which Detachment are you using?
  • What weapon options are you choosing?
  • What delivery options are you using? 
  • What deployment options are you using?
  • Are they being joined by a Leader, if any?
  • Stratagem synergy of note?

 

Over to you.

 

Link to comment
https://bolterandchainsword.com/topic/385432-unit-of-the-week-sanguinary-guard/
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Should you want your model on display here (or on another thread), then submit a photo here please.

 

(Once I work out how best to float it!)

 

***

 

As an aside, the thread setup may change over the coming weeks until I'm happy with them. This includes the photos.

I love these guys. Flying Bladeguard Veterans with extra defence in melee and extra protection when led by a Captain or Dante. They are tough, fast and hit like a freight train.

 

I definitely prefer Swords for the extra attack as it is always active. The spears' Lance rule only works on the charge and there are plenty of other ways to improve their Wound roll. A Banner and Inferno pistol are free so you might as well take them. 

 

Dante and a Jump Captain are both great leaders for this unit. The Captain boosts them to S8 on the charge in LAG which means wounding MEQs on a 2+. Captains are also handy if you want to run Bloodless Angels for that handy +1 to Wound against your OOM target. Rites of Battle is also good for SG as there are a range of good stratagems to use on them from AOC to Red Rampage. Dante brings a whole new level hurt all by himself but is almost overkill against a lot of targets. 

 

I normally run LAG but since they will be running with a leader, they also benefit well from Angelic Inheritors. I haven't tried Angelic Host and it looks somewhat weak compared to other options but I am happy to hear if people have has positive experiences with it.

Edited by Karhedron
On 3/6/2025 at 6:05 PM, Karhedron said:

Captains are also handy if you want to run Bloodless Angels for that handy +1 to Wound against your OOM target

not with sanguinary guard they arent

Sanguinary Guard are the backbone of my LAG and Angelic Inheritors lists.  In Angelic Inheritors I'll run 3x3 squads of SG with Dante and 2x Cpts.  SG really benefit from characters in AI less so in LAG.  SG don't need to get the charge off in AI their buffs work all the time, unlike LAG.  The model thats not mentioned but needs to be in here in an Angelic Inheritors  SG list is the Sanguinor.  A fights first bully that is the virtual equivalent of another SG squad to boost a SG unit that may be charged  during the game.   Angelic Inheritors Sanguinary Guard  with character attached hit harder than the same unit in LAG.  There is a caveat, run SG into any unit T6 or less. Toughness 7 or anything with minus 1 to wound starts to hit their break point.  That still covers almost all infantry in the game, beware of death guard. 

11 hours ago, Ash said:

SG really benefit from characters in AI less so in LAG.

 

In LAG, they still gain -1 to Wound on incoming melee attacks when led by a Character. This is significant as they are still only T4 so taking a chunk of massed chainsword/choppa/etc attacks out of the equation is pretty good.

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