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Time to go out and get some new models for my force and can't decide what to get, i do know i want some special/elitle jump infantry to back uo my normal assault marines and razorbacks. So i figure my choices are deathcompany, sanguinary guard or vanguard.
Last edited by Chosen of Sanguinius; June 22nd, 2010 at 07:54.
Fluffwise, it's a personal choice depending on how you see your Blood Angels. Death Company if you like the berserker charge aspect of BA; SG if you prefer the angelic aspect. They're both pretty good representations of either side. If you can't decide on one, there's Vanguard in the middle.
In terms of effectiveness on the tabletop, I'd probably rate them DC>VG>SG. This depends, though; Death Company are best used without jump packs, in a transport of some kind, because their jump packs cost so damn much (and expose them to enemy fire, and subject them to Rage). Without jump packs, they're incredibly cost-effective and devastating with a Chaplain; with jump packs, they're a big and vulnerable investment. You seem to want some jump infantry, so that's a problem.
With packs, I'd probably rate VG and DC equally, with SG last. There's a reason for this; SG are very expensive, costing about as much as Terminators, need a priest to get FC/FNP (which DC get automatically) and are restricted to very small and easily outnumbered squads. Plus, their power weapons are two-handed, so they have less attacks - this is okay against heavy infantry, but a big disadvantage against numerous light infantry. You can give them a chapter banner, but we're talking ~300 points for a five-man unit with a priest. It's a big investment that isn't likely to make its points back unless they run headlong into a unit of Terminators - and TH/SS terminators will still come out on top. If you want to use them, you have to back them up with regular assault marines so they don't get swarmed.
Vanguard occupy a weird position in a BA list. First up; the only reason to buy Vanguard is if you want to deep strike them. This means planning your army list around a deep strike, perhaps by scattering locator beacons here and there. Secondly, because of Heroic Intervention's general pantsiness, you can't join a SP to the unit. If you want them to have the treasured FC/FNP combo, you need to put them within another unit's bubble. Thirdly, they don't get power weapons like SG and don't get Litanies of Blood like DC. So they generally hit a lot softer than those two units. I value them above SG because they're more versatile - you can mix power weapons in the squad without losing attacks - and because Heroic Intervention protects them from enemy fire until they arrive and synchs well with DoA lists. But you have to realise that they aren't a steamroller unit; they're best used to back up other units, preferably ones that are already locked in combat.
I use Death Company - a squad of ten without packs, accompanied by a Chaplain and mounted in a Stormraven that I proxy. This is easily the most devastating unit BA can field; DC re-roll hits and wounds on the charge, at S5 I5, with four attacks each. I use it as a steamroller unit; I find something valuable and vulnerable and run them into it, then let them rampage for the rest of the game. The biggest disadvantage is their mobility (they're walking once the SR's down) and the fact that they make a big target. I could reduce the price by swapping the SR for a Rhino without losing a lot of the punch.
Now, you want a jump pack unit, but you said you use Razorbacks, so you could easily go mech with some DC. If you're dead set on jump packs, however, be aware that no matter what unit you pick, it's going to be big and expensive and will draw a lot of fire. You need to work your army and your deployment around that.
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Although the models look great the uses of SG are really limited and DC on jump packs has always been really iffy in all ways. I'd put my money on Vanguard vets, DoA + Heroic Intervention is a nice trick to have up the sleeve for those very special cases when you absolutely need to assault something now and your nearest assault squad just got its razorback blown up 10 yards from 10 yard line...
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Death company for me fluff wise all the way. They've been around for as long as i can remember, while vanguard vets are relatively a new invention, and sanguinary guard even more so. Death company are what the Blood angels are all about.
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ze poodle knows what he's talking about. Death Company not only hit like a ton of bricks taveling at light speed, but they have incredable survivability if in a transport.
DC all the way.
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I am throughing my lot in with the Sanguinary Guard. Which might get me flamed from teh looks of the DC loving. The angelis bolter is awsome they hit decently hard in CC and they are manueverable. They definately bring out the fluff on the angelic host really well with these anchient warriors flying around the battle field.
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death company, its almost a must have for blood angels as i feel its what sets them apart from all the other chapters and besides its always fun to watch a unit you technically cant control slaughter absolutly everything
From a fluff standpoint I say DC.
I concur with ze_poodle's analysis. I play DC most often in a rhino and with a chaplain and they are uber-killy. I've only played SG once and my opponent gunned them down with a command squad containing 4 plasma guns. OUCH!! They never got into combat. (ok that was a fluke, but the point is I have not had a chance to play with them in a game to judge how killy they are).
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As much as I agree that Death Company are by far the most effective option, I can't go past the Sanguinary Guard fluff-wise. IMO I think they are one of the coolest units in the army and are also some very nice looking models. When I imagine my completed BA army I picture it spearheaded by a contingent of Sanguinary Guard led by the Sanguinor. Of course thats my own personal preference and if you are looking for effectiveness I would have to agree that they are the least effective of the three for their points cost.