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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

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.

On 3/12/2025 at 2:37 AM, Karhedron said:

 

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.

Both detachments get  the native -1 to wound if a character is attached.  Thats not where the point of difference lies though.  LAG relies on units getting the charge for offensive output.  Angelic Inheritors has re-roll hits and wounds of 1 as a detachment rule.  With Dante attached its now full re-rolls on hits. With the Captain it's almost but not quite as good with +1S but still re-rolling 1's (free CP though).  This is all the time, not just on the charge.  Fallback and charge with a character is CP free in AI  unlike LAG.  You also have access to Focussed Fury for a CP (free if Cpt attached) a character adds lance for free.  In AI re-rolling hits and wounds of 1  is 20% more effective than LAG's plus 1 A and plus 2 S until you go up against T6 or higher or anything with -1 to wound.  The Sanguinor now re-rolls all hits natively.   LAG gives +1A +2S only on the charge and it's not as effective if going up against T3, T4, T5.   AI beats LAG in almost all cases T5 or less if a character is attached. 

Edited by Ash
clarity

You are missing my point. I am not saying AI is not as good. I am saying that even in LAG, you will always want a Character leading your SG to trigger the -1 to Wound ability. This is true regardless of the existence of AI.

4 hours ago, Karhedron said:

You are missing my point. I am not saying AI is not as good. I am saying that even in LAG, you will always want a Character leading your SG to trigger the -1 to Wound ability. This is true regardless of the existence of AI.

Yep, I’ve never had a character with my SG from 8th until last weekend and my SG always got slaughtered.

 

with the captain, the unit lasted like 3 turns in combat against bile, and like 15-20 legionnaires and another unit.

 

their durability sky rockets with a character making them at least as durable as terminators, possibly even more durable while in melee.

10 hours ago, Karhedron said:

You are missing my point. I am not saying AI is not as good. I am saying that even in LAG, you will always want a Character leading your SG to trigger the -1 to Wound ability. This is true regardless of the existence of AI.

Addressing the detachment rules and their offensive/defensive output, both with character attached AI vs LAG.   AI is superior by 20% offensively over LAG and even better (haven't don't the math yet) when SG are charged as Angelic Inheritors  RR 1's to hit and wound is not charge dependent unlike Red Thirst in LAG.  The caveat is: In AI the SG are character attached and engaged with T6 or less opponents with no minus to wound modifier.  The Sanguinor benefits significantly from RR 1's to hit and wound and is a big part of the AI Sang guard  MSU strategy.  The Sanguinor gets the AI buff with Miraculous Saviour but does not on LAG Red Thirst as he didn't charge, AI is a big change up for him. AI character lead units get the 20% offensive output buff whether charging or charged.  Hope this clears things up for you.

Edited by Ash
Grammer
  • 2 weeks later...

AI vs LAG's bonus being better depends on the toughness of the enemy. 
 

RR 1's to hit and wound is a flat 36% output increase on any and all attacks. Full-stop, end of story. 

Edit: unless the unit already has rerolls from another source, then it's less.
 

In lag, the extra attack on a 4 attack unit leads to a 25% increase. This output further increases to the amount listed against the following toughnesses. The numbers assume a unit of sanguinary guard is charging without any other buffs.
 

T3: remains 25%

T4: 56% increase

T5: remains 25%

T6: 66% increase

T7: whopping 150% increase!

T8: 87.5% increase

T9-11: remains 25%
T12-14: another whopping 150% 


 

that said, if you're using a unit with less attacks, like terminators, the extra attack from LAG becomes more potent. 
 

 

This is not to say that AI is bad. It honestly looks like an extremely solid detachment and I intend to give it a go when my collection is better suited for it. I'm sure only saying that saying that the AI's RR's is flatly better than LAG's charge bonus is simply not true. 

Edited by Paladin777

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