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Hail Brothers and Sisters,

                                               About to start another 6 Sanguinary Guard (12 total) and will click over 4,500 points in the process.

 

As amazing as the whole experience has been (I never dreamed I would have an army done after so many life twists) and playing has actually become my bestest part of the hobby.

 

Don't want to be Mr Negative on this forum, and I am more interested in hearing other peoples thoughts on the matter, rather than spew personal grievances into the warp.

 

I've waited through 10th for our box launch, while building shooting units, and have eagerly bought into the very late AT and VV releases with high hopes they would make us work better, and they did in 10th, which was statistically a good edition for us.

 

My fear is we have been slowly dropping off for a few editions now, and in 11th, codex lag might not just be end of it (detachments have been average and LAG is still the best).

 

I am not too excited about the codex at the moment. We actually lost a lot last edition and only the 4+ to Sang Guard was really big. There still is no DC kit and i'll bet $100 there won't ever be one again.

 

Codex:Space Marine might be really bad for us as the old VV and Vindicators were quite good for us.

 

I see a level of power creep in game thats been building since the 10th reset. You can run Ghaz and Naz for 4 turns of Waaagh with enough points left over for boyz and flash gitz/ lootaz.

 

There are a lot of match ups I know I am going to struggle into. We are a 1D army with few ways to play effectively in 11th and these C'tan type uber meta lists are very low %

 

We can't spam cheap units for recon, disruption isn't good for most Armies and Priority assets is under supported (AI only viable detachment and it needs expensive, arguably average, characters to work).

 

Take and hold with LAG is the current best way to play us and boy are we 1D in this.

 

Hammernators or BG+SP brick into center and hold on for dear life piling in as many JP units as possible and using super expensive AIwJp to try and score.

 

In summary I think we might be in a tough spot and it might be the new us. I adore the faction and will always play us but want to hear other peoples experiences in 11th as well as if I've gotten any observations wrong.

 

Thanks.

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I think the risk is relying too much on the Red Thirst for doing our heavy lifting. Yes we are good at melee and can certainly "punch up" when required but we are still Marines and not every problem can solved by punching it. We still need our fire support units to deal with the things we cannot reliably hack to death. Most armies include a couple of anti-tank units such as Lancers or Ballistus Dreads. Use massed bolter fire to strip away friendly units and then shoot the Primarch-equiv character with a bunch of anti-tank.

 

Shoot the choppy, chop the shooty!

 

We also have a few spoiler units for dealing with really heavy stuff. Lemartes gives his squad Lethal Hits. Even a chainsword can kill big stuff when used in sufficient numbers. Leading your VanVets and BGVs with a Chaplain means you will be wounding even the toughest Monsters on a 4+ when Charging.

 

Lastly, you make an important point about Objectives in Take and Hold. Big monsters like Ghaz tie up a lot of your opponent's army in one place and can only accomplish so much in one game. So play for the Objectives, wipe out the units that Ghaz is too far away to support. Deny him easy charges so he does not rack up too many kills for his Purge score. Dealing with a big monster does not have mean killing it.

Genuinely appreciate the response, and its good advice.

 

I am playing really serious players at the moment, so a lot of that stuff isn't working. Orks are crazy costed, Naz and Ghaz are sitting on 2 objectives between them with heaps of change.

 

We are the points sink they dance around and the table is so small now.

 

Speaking of which Defilers. Chop their shooty stuff is usually great advice. I struggle to really deal with 2 of them. These are another example of the power creep I feel we are really starting to feel the pinch from.

 

I can't remeber the last game I've had with the opponent not having a reactive move either. I've ended up taking the combi lieutenant for the center object buff and that ability.

 

Learning a lot from these good players but most list these days are multiples of stat checking units.

 

Close to abandoning Death Company full stop as 330 points with Lemartes is only 10 points less than 6 Sang Guard and a Captain.

 

Don't get me started on CP. Can't remember the last time I played an army that couldn't gain extra CP.

 

Some for as low as 50 points.......

  • 2 weeks later...
On 8/25/2026 at 2:31 PM, Karhedron said:

Shoot the choppy, chop the shooty!

 

Unfortunately this doesn't always hold true now - it was credo in 3-7th where stuff generally had one profile and you could hold up a wraithlord in melee as it had few strong attacks, but now everything big has multiple redundant profiles to deal with anything that comes their way (strike/sweep) and can shoot in/out of combat. You need to go in there with overwhelming force and kill something big in one turn. 

 

Totally agree on ignoring Ghaz, but there's probably some shenanigans there. 

 

How are things after the ork nerfs? 

  • 2 weeks later...
On 9/12/2026 at 6:29 AM, Xenith said:

 

Unfortunately this doesn't always hold true now - it was credo in 3-7th where stuff generally had one profile and you could hold up a wraithlord in melee as it had few strong attacks, but now everything big has multiple redundant profiles to deal with anything that comes their way (strike/sweep) and can shoot in/out of combat. You need to go in there with overwhelming force and kill something big in one turn. 

 

Totally agree on ignoring Ghaz, but there's probably some shenanigans there. 

 

How are things after the ork nerfs? 

They can't bring back big numbers anymore but shooting is still suprisingly good. 4 turns of waaaagh with Naz and Ghaz in nuts.

In a  codex update where 50% of the  models on the board went up in a point of toughness T4 to T5 and our strength on the charge dropped - 2 ?

I'm happy enough to run the space marine doctrines for now.  Probably in a more combined arms list though. We were mostly using Gladius a few years ago and have a year ahead of us working off the SM codex till our next. Might as well enjoy rolling dice in SM codex.  I'm good with running the SM detachments.  Plenty of assault and movement based buffs in there. Terminators still look great to run. You can throw a Blood Angels captain in a company heroes squad and get a great unit. Encarmine speartip looks good.  Most of our misery  is self inflicted because  we feel we don't have  strong unique to  Blood Angel temp codex and lost our most played detachment.  Angelic Inheritors at 3 DP is expensive the rest of our detachments aren't anything at all but just use the 15 in codex SM and enjoy your games.  Those Sanguinary Guard? Still great too 

 

Right now the detachments to keep an eye on are 

 

Angelic Inheritors (+Speartip IF it comes in an 2DP) (there’s a lot of review copies out there saying AI is 3 DP but it was confirmed these review copies were all sent out random info by GW to try to catch leakers, so half of that info is not legit and can’t be trusted, Warhammer community themselves said AI would be 2DP) 

 

Encarmine Speartip + Assault Brethren + Phobos Shadow Force or Tacticus Attack Force

 

these combinations currently are best for BA. 
 

if you take shadow force, Eliminators, Reivers, Combi LT will perform really well there. 
 

in Tacticus if your going full SG, BGV and DC everyone gets benefits, with SG getting the most 

 

advance & charge x2 per game (Dante’s unit having it all game) 

re roll advance rolls 

and SG having fall back, shoot and charge all game.

You’ll be very fast, very mobile and impossible to pin down. 
 

Encarmine Speartip also has a really nice strategem that will dish more then the average amount of Mortal wounds per use

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