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48 minutes ago, Mostwanted said:

I've fairly recently built my 6 Sanguinary Guard, and I'm glad that I magnetised the arms. I really need to get round to painting them!

I've built three with swords and three with spears and would just tell my opponent what they are supposed to be. In hindsight I would have preferred to magnetize a second banner if I want to run them separately. Guess a marker will do the job. But my group never had arguments proxying if the whole unit carries the same weapon. Proxying mixed weaponry however is another bag of cheese IMHO. Jump DC for example. It's a miracle GW kept them that varied but I need to look at the models to remember what's in the unit :sweat:.

Despite the SG increase in points my overall list points dropped.  Dante is 120 pts a JP Cpt is 75.  SG now hit on 2's natively meaning less benefit to taking Dante.  A Cpt gets a free strat meaning better survivability/offence buffs for SG and frees up 25 pts after paying the 20 pt extra on 6 SG.  Instead of using red rampage for lethal/lance maybe use that free strat for advance and charge now.  The spears at 4A and lance makes them virtually a power fist, now you've 6 charging SG that are wounding T12 on 4's unbuffed.  On average thats 6 unsaved AP2, D2 spear attacks on a T12 tank with a 2 up save or about 12 wounds. The Cpt might chip in 1-2 wounds too.  Anything T10 and 3 up save is gone.  Something SG have been missing

Edited by Ash
Accuracy
1 hour ago, Ash said:

Despite the SG increase in points my overall list points dropped.  Dante is 120 pts a JP Cpt is 75.  SG now hit on 2's natively meaning less benefit to taking Dante.  A Cpt gets a free strat meaning better survivability/offence buffs for SG and frees up 25 pts after paying the 20 pt extra on 6 SG.  Instead of using red rampage for lethal/lance maybe use that free strat for advance and charge now.  The spears at 4A and lance makes them virtually a power fist, now you've 6 charging SG that are wounding T12 on 4's unbuffed.  On average thats 6 unsaved AP2, D2 spear attacks on a T12 tank with a 2 up save or about 12 wounds. The Cpt might chip in 1-2 wounds too.  Anything T10 and 3 up save is gone.  Something SG have been missing

 

Yeah i'm considering modifying some extra JPAI bodies I've got into another set of 6 SG with some liberal bits application.  Swords were the no brainer but now I want squads of both.

Just ran the math on the T12, 2 up save tank with swords on the charge this gives you 2.4 unsaved attacks so yeah Spears are measurably superior unbuffed and you've access to free lethals or armour of contempt for the return melee from the Cpt preserving higher OC/survivability.   Thinking about it this rule change allows the Sanguinary Guard to fight with a cold fury using lethal and lance without succumbing to the red thirst.  This is very thematic and about what you'd expect from Sanguinary Guard.  The break point on this is T8, anything T8 or less is getting smacked on 3's from SG without buffs.   Adding lethals to the SG charge from the Cpts free strat adds 2 unsaved wounds on the T12, 2 up save tank. You'd be better off throwing Grenades for an average of 3 more mortal wounds.   SG attacking anything up to a T8  4++ model are doing 16 unsaved attacks at 2 wounds each,  32 damage unbuffed.   This a T5, 3 wound 4++ terminator squad wiped out twice.  Sanguinary Guard are now able to hit elite heavy infantry and not bounce (except Deathshroud termies, SG still bounce on them :furious: ).  This really closes out Dante in my view.  The Captain increases survivability and spears going up is a subtle but definite upgrade,  well worth the extra 20 pts.

Edited by Ash
Stabby goodness fact

I like to use Land Raiders and a 10 man Assault Intercessor blob with a Rage-Captain, so my points dropped 20 there.
Not needing Dante and trading him in for a Captain means it dropped 40~ or so there too.

 

60 pts down, then add 40 pts back for Sanguinary Guard.... still down in points.

 

Just means I don't need to sacrifice in my list.

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