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Just considering starting up a sang guard army. Wanted to know if anyone can enlighten me on the pros and cons. It looks like a small cost effective army with beautiful models and worth trying in friendly games. I was wondering about the uh... death masks. I never see anyone taking them are they not worth their points, and if i was to take an army whats a good style of playing so i don't get my self killed first turn by ap2 weapons or daemons...
I thought I was smart, but apparently people don't like to take advice from beggars.
The cons are the high cost per model, low attacks per model, low model count overall, very short-ranged and limited anti-tank and an inability to use cover. The pros are the pretty models and the ability to utterly shred Terminators and other heavy infantry.
The cover issue is not normally a problem for Blood Angels, but since SG cost so much and rely heavily on their 2+ armour save, avoiding AP2 weapons is very important. And very hard, since they're jump infantry - they can't use transports or cover to protect themselves. Extremely careful deployment and movement is pivotal to keep them alive; you'll have to abuse LOS as much as possible whilst still advancing and avoiding difficult terrain.
The other main issue, which bundles together all the other cons I listed above, is your type of opponent. SG aren't going to do very well against any kind of horde army; they lack the attacks for it. Theoretically, they make up for their one less attack with power weapons, but as any Tyranid player will tell you, you don't buy gaunts for their armour save. SG are really much more effective against other expensive, elite units, as they ignore their armour saves and (if you got a Priest) rock S5 I5 power weapons - excellent for killing Marines, Necrons, and so on. So a lot of your success is going to be dictated by your opponent's army composition rather than any craftiness on your part.
There's also not much synergy. Taking a SG army means taking Dante, whose special ability allows him to deep strike without scattering. Unfortunately, deep striking is the absolute worst thing you can do with SG since it puts them in a neat little bunch for any plasma cannons or Vindicators in the vicinity; your only option to avoid this is to Run, which negates the whole "land within 3'' of a tank and inferno pistol it to death." You'll land, probably kill a tank, and then get annihilated. Or counter-charged, which can be nearly as bad since you desperately desperately want the extra attacks for charging.
In short, there's a lot of cons, which is why I don't plan to buy six packs of Sanguinary Guard any time soon. If they're used at all, it's probably best as one well-placed squad to accompany a non-Chaplain HQ in higher-points games, and this only because Honour Guard don't hit quite hard enough and DC can't be controlled.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
'Glass jawed' is how we describe that army build down my club. Packs a punch but smack it hard enough back it just crumbles. Watch for all those template weapons etc.
Very fluffy and look great when painted well but not a great army if you ever fancy competative play.
Here's a couple of battle reports for my own Sang Guard army:
the back 40k: Emo-Wing: First Game
the back 40k: Battle Report: Emo Wing vs. Genestealers
I'm still learning to play them, but I'm finding that they do fine against dedicated assault troops as long as you don't send lone squads in unsupported. You can also use speeders to help control your opponent's movement so that you can gang up on him where you need to.
I wouldn't call them first-class competitive. But they're decent enough for mid-level games and are a blast to play.
Oh, and Death Masks require your opponent to fail a leadership test in order to work. I don't like the odds of that versus the points cost. So I put them on my Speeder pilots instead.
Last edited by SandWyrm; July 23rd, 2010 at 05:40.
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