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Made in us
Locked in the Tower of Amareo




SG are far more durable and clear a lot more wounds against stuff like dg and carnifexes.
   
Made in us
Fixture of Dakka





In the present day spam of 2-3 damage shots, Sanguinary Guard are not more durable than Death Company.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Locked in the Tower of Amareo




I'm getting hit with a lot of one damage weapons still. SG also give some hq flexibility.
   
Made in us
Fixture of Dakka





What impact do they have on HQ?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Martel732 wrote:
I'm getting hit with a lot of one damage weapons still. SG also give some hq flexibility.


I run Lemartes with my Death Company, because not only is he a budget beat stick, he provides the crucial charge distance reroll, and rerolls for the DC to hit in melee. Even with Lemartes I believe I am still coming out on top in points over Sanguinary Guard.

Don't Sanguinary Guard only get the free rerolls when they are within 6" of your warlord? How is that more flexible, you are forced to smash your warlord into the front lines. I love my dirt cheap Captain warlord with Soul Warden, since he almost never dies and his job is rerolls for my firebase and adding another source of psyker denial. I wouldn't trade him for the world. Especially for an HQ choice that is likely to die the turn after he comes in.
   
Made in us
Locked in the Tower of Amareo




Most of my lists are using capt hammer or a libby with the relic pack. SG and DC are good for very different targets, and so I don't usually directly compare them. In fact, I usually sacrifice the DC to open the path for the SG. SG are wasted on chaff units. The SG are usually my kill shot after my opponent's ability to cope has been diminished.

My warlord is almost always on the front line, so maybe that doesn't bother me much. My foot captain is only a babysitter.

Also, Sanguinary ancient as a warlord is a pretty slick trick with SG.

This message was edited 3 times. Last update was at 2018/02/20 03:21:54


 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Martel732 wrote:
Most of my lists are using capt hammer or a libby with the relic pack. SG and DC are good for very different targets, and so I don't usually directly compare them. In fact, I usually sacrifice the DC to open the path for the SG. SG are wasted on chaff units. The SG are usually my kill shot after my opponent's ability to cope has been diminished.

My warlord is almost always on the front line, so maybe that doesn't bother me much. My foot captain is only a babysitter.

Also, Sanguinary ancient as a warlord is a pretty slick trick with SG.



This. Ever since the codex dropped I've been using a DC suicide charge to muck up the enemy formation while SG and the ancient warlord with banner land in cover nearby and prepare to mop up. They are near invincible in cover with that banner. Had a game where they tanked 10 d scythes, a wraithlord charging, psychics from eldrad and a spirit seer, and shots from 2 serpents and a war walker. They lost 4.5 guys and the following turn, things turned grim for the eldar as captain hammer denied d scythe overwatch and everyone got stuck in.

My prospective GT brigade is doing pretty good. Picking up a fair amount of prize support off it. Just this weekend I won a small event and came in second in a large league. Still thinking about what I want to spend all the store credit on.

20000+ points
Tournament reports:
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Made in us
Blood-Drenched Death Company Marine





Mississippi

My Slamguinious Captain preformed extremely well the two times I've run him.

I do plan on bringing a Sanguinary Guard Ancient into the list at some point and using it as a means to help keep an Assault element alive.

My eventual plan is to have a 5 man squad of either Company Veterans (Or Vanguard Veterans) with jump packs, and storm shields, plus other melee weapons (A Fist, an axe, 2x chainswords for early ablative wounds, and a Thunder Hammer on the Sgt). This will have the Sanguinary Guard Ancient with Standard of Sacrificeand a small unit of Sanguinary guard (5 models) running along with them. This will be led by a large unit of Death Company & Lemartes landing ahead to sew chaos into the enemy ranks and make room for the second landing unit to arrive.

Still working on what else I want in the list, but I'm liking this so far.

Take it easy.

-Red__Thirst-

Edit: My recently finished Slamguinius Captain, which I run as Captain Sendini, of the 5th Battle Company. I'll mention that he dropped Guilliman in one round on his inaugural run on the tabletop. Guilliman promptly stood back up and killed the Captain, but it was a moral victory dropping the Primarch before he could even swing.

This message was edited 1 time. Last update was at 2018/02/20 06:25:07


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Road-Raging Blood Angel Biker




South Jerzey

Good looking kit bash!
   
Made in ca
Dakka Veteran




This thread has converted me to SG in a big way. I’ve taken 8 man squads the last two games, they were wiped in the first game (but it took a ton of firepower to do so) and last game they killed 20 plague marines, 18 pox walkers and a plagueburst crawler. 8 fists with Vengeance for Sanguinius, and the SG ancient as warlord with relic banner and a JP librarian for unleash rage makes for a ton of quality hits.

Next game I think I’m going to take an Ancient with relic banner to hold down a firing position and use a JP librarian as warlord for SG. Rerolling 1s to wound isn’t as important as rolling more hits with exploding 6s. If they die, they die. They just need to smash something big when they arrive. That way I can spend fewer points on that roving unit. I used VV clear chaff but DC would be far better for that thanks to bolter fire.

I agree with p5freak that SG are better than termies, but I have some cataphractii to build that I’ll use at some point; the models are just too nice not to.

I’m still not convinced of the Libby dread. He was shut down haaaard last game. Was not able to cast wings or quickening thanks to deny or failing to cast in the first place, and this happened on two critical turns which made him ineffective, and then dead lol.

This message was edited 1 time. Last update was at 2018/02/20 16:04:31


 
   
Made in us
Lone Wolf Sentinel Pilot






Just want to let you know for the future Bremon, you can't use exploding 6s with powerfists. Powerfists dictate that you suffer -1 to hit. Any result of a 6 you roll counts as a 5. It works the same way with Death to the False Emperor. This ruling is in one of the many FAQs.
   
Made in ca
Dakka Veteran




I really ought to have caught that. I feel foolish now, but my regular opponent will feel extremely relieved...well that certainly makes a case for encarmine swords. Thank you very much for the clarification ultimentra, that will help me avoid future cheating for sure!
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

So I've started work on a Death Company Dreadnought, and was looking for some feedback on how to go about arming it.

Currently I'm thinking fists for the higher Strength, and reroll to hit coupled with better AP (-3).

Underslung weapons will likely be a Meltagun and a Heavy Flamer, along with a Magna Grapple up top for the reroll charge if I'm gunning for a vehicle.

This sucker will be deployed from a Storm Raven. Has anyone got any experience running a DC Dread, and what did you find most effective?

Thanks, and take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in de
Nihilistic Necron Lord






Germany

Flamer is not worth the points.


Automatically Appended Next Post:
Flamer is not worth the points.

This message was edited 1 time. Last update was at 2018/02/21 12:21:04


 
   
Made in gb
Longtime Dakkanaut





UK

I agree the HF is rather overcosted. Yes it is more powerful than the SB but not 15 points more powerful IMHO.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Well what about replacing the meltagun with the heavy flamer? They're the same points cost, so you're rocking the storm bolter + heavy flamer instead. Seems like a viable option.

The meltagun is also excellent of course. I'll have to ponder upon it.

Thanks for the feedback. Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in ca
Dakka Veteran




I prefer the flamer to melta because A) we don’t have salamander rerolls and b)I’ve had heavy flamer help obliterate things that were trying to act as speed bumps. Key word is help.
   
Made in us
Regular Dakkanaut




 Red__Thirst wrote:
So I've started work on a Death Company Dreadnought, and was looking for some feedback on how to go about arming it.

Currently I'm thinking fists for the higher Strength, and reroll to hit coupled with better AP (-3).

Underslung weapons will likely be a Meltagun and a Heavy Flamer, along with a Magna Grapple up top for the reroll charge if I'm gunning for a vehicle.

This sucker will be deployed from a Storm Raven. Has anyone got any experience running a DC Dread, and what did you find most effective?

Thanks, and take it easy.

-Red__Thirst-


I've had a question in regards to the death company dread running in a Stormraven (or really for any vehicle being transported by another). I know this is more of a you make the call thing than tactics but I never got an answer there.

If my Stormraven blows up with my dread still inside, is it the same as if it was infantry, roll a dice and on a 1 my dread is just straight up dead? It worries me as my list only has the stormraven and dread as vehicles, which means they will draw all the heavy fire.
   
Made in us
Locked in the Tower of Amareo




Roll for all occupants. So the dread and say 12 dudes roll 13 dice. You can choose who dies. So it takes 13 '1s'.
   
Made in ca
Dakka Veteran




Yep, who dies has very strategic choices to make so unless you want to burn a CP, don’t take the dreadnought without some infantry.
   
Made in us
Regular Dakkanaut




Gotcha, ya in my current list I only have the dread in the vehicle so maybe I need to place my 5 man scout squad in there as well.
   
Made in us
Yellin' Yoof on a Scooter






I usually run a 10 man tac squad with heavy flamer/flamer/Combi flamer in the storm raven with my DC dread. The dread might not be the most competitive thing we have but it's very fun in casual/friendly games. I used to roll it with fists/heavy flamer/meltagun/magna grapple but I've switched it up recently and have been running it with talons, meltagun/stormbolter and think I currently like this load out the best. The tac squad with all the flamers make up for not having a heavy on the dread and they tend to focus on wiping things off an objective while the dread just runs at vehicles and monsters and punches them in the face. One thing is certain, if you're bringing a storm raven with a death co dread, it's a lot of points for what is essentially a very big distraction that will get focus fired and shot down if you don't get first turn. My success with that dread/raven combo has only been games where I got first turn and was able to zoom the raven into the backfield. If you're going up against a shooting heavy army I suggest taking a big blob of death company with forlorn fury to put the pressure on and maybe help take some of the sweat off.


Tldr: it's very fun, but just be careful because I've had games where it did alot of work and games where it just died and cost me alot of points to do nothing and cost me a game or two when your raven crashes, dread gets shot and blown up and your filler squad inside takes heavy casualties from bad rolls.
   
Made in us
Regular Dakkanaut




 FlashyGit wrote:
I usually run a 10 man tac squad with heavy flamer/flamer/Combi flamer in the storm raven with my DC dread. The dread might not be the most competitive thing we have but it's very fun in casual/friendly games. I used to roll it with fists/heavy flamer/meltagun/magna grapple but I've switched it up recently and have been running it with talons, meltagun/stormbolter and think I currently like this load out the best. The tac squad with all the flamers make up for not having a heavy on the dread and they tend to focus on wiping things off an objective while the dread just runs at vehicles and monsters and punches them in the face. One thing is certain, if you're bringing a storm raven with a death co dread, it's a lot of points for what is essentially a very big distraction that will get focus fired and shot down if you don't get first turn. My success with that dread/raven combo has only been games where I got first turn and was able to zoom the raven into the backfield. If you're going up against a shooting heavy army I suggest taking a big blob of death company with forlorn fury to put the pressure on and maybe help take some of the sweat off.


Tldr: it's very fun, but just be careful because I've had games where it did alot of work and games where it just died and cost me alot of points to do nothing and cost me a game or two when your raven crashes, dread gets shot and blown up and your filler squad inside takes heavy casualties from bad rolls.


Ya I figure that first turn is pretty essential. I typically face off against Death Guard, Space Wolves, or GSC (and soon Custodes). So long range shooting isn't too too scary (save for long fangs/csm land raiders). I do have a 12 man DC unit backed by Lemartes and a 7 man SG unit backed by Slamguinius and Sanguinary Ancient with FNP banner, so I certainly have pressure. I just need to make sure I can keep my pressure units alive long enough after the drop to do more than kill just 1 unit and save time for the scouts and DC dread to arrive as backup.
   
Made in de
Nihilistic Necron Lord






Germany

I present to you my captn slammy from DC. He has death visions of sanguinius, gift of foresight, angels wings, TH and SS.

[Thumb - captnslammy.jpg]

   
Made in us
Lone Wolf Sentinel Pilot






So guys question for you. I've been theory crafting with various lists. Basically what I have come down to is:

I'm playing double battalion, I'm utilizing Death Company, Sang Guard, 8 lascannon shots, 2 quad mortars, and a good amount of bodies.

I've come where I have two choices. Either 1) I can take a 7 man Sang Guard Squad, 11 man Death Company, and I can take a Lieutenant to hang back with my Lascannons for 10 command points, basically double battalion + spearhead

OR

2) I can take out the lieutenant, start with 9 command points, and that gets me 1 extra Sanguinary Guard, 1 extra Death Company, and couple extra weapons here and there.

What's better? Extra command point and a lieutenant? Or extra bodies and guns?
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




McCragge

How does Ancient buff SG for saves so good?

Bow down to Guilliman for he is our new God Emperor!

Martel - "Custodes are terrible in 8th. Good luck with them. They take all the problems of marines and multiply them."

"Lol, classic martel. 'I know it was strong enough to podium in the biggest tournament in the world but I refuse to acknowledge space marines are good because I can't win with them and it can't possibly be ME'."

DakkaDakka is really the place where you need anti-tank guns to kill basic dudes, because anything less isn't durable enough. 
   
Made in us
Dakka Veteran




Hey guys, I am trying to build up an auxiliary force to augment my Sororitas army to get back some close combat. I was thinking about finding something fast and pretty decent at clearing chaff, maybe threatening some characters or light vehicles in a pinch. I have a bunch of melta shots like any good sisters player, so that shouldn't really be necessary.

I was thinking some death company or sanguinary guard in a vanguard detachment. Probably willing to invest about 750ish points to the cause.

I'll probably be running a battalion on the sisters side, but CP is currently only going to rerolls for acts and denying. Looking at 7 CP minimum, possibly 10.

Any help in what I can do with that? Bonus for a couple extra denies. Though not required if "Captain Hammer" is just that much better, he can assassinate psykers if they get too uppity on me.

Thanks!

Sorry to invade your thread, otherwise!
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Purifying Tempest wrote:
Hey guys, I am trying to build up an auxiliary force to augment my Sororitas army to get back some close combat. I was thinking about finding something fast and pretty decent at clearing chaff, maybe threatening some characters or light vehicles in a pinch. I have a bunch of melta shots like any good sisters player, so that shouldn't really be necessary.

I was thinking some death company or sanguinary guard in a vanguard detachment. Probably willing to invest about 750ish points to the cause.

I'll probably be running a battalion on the sisters side, but CP is currently only going to rerolls for acts and denying. Looking at 7 CP minimum, possibly 10.

Any help in what I can do with that? Bonus for a couple extra denies. Though not required if "Captain Hammer" is just that much better, he can assassinate psykers if they get too uppity on me.

Thanks!

Sorry to invade your thread, otherwise!


So 750'ish?

Lemartes or Capt Slamguinius

SG ancient w/ relic banner
~7man SG
~12 DC w/ JP, couple hammers and all bolters & chainsword

My 20 cents..
   
Made in de
Nihilistic Necron Lord






Germany

Purifying Tempest wrote:
Hey guys, I am trying to build up an auxiliary force to augment my Sororitas army to get back some close combat. I was thinking about finding something fast and pretty decent at clearing chaff, maybe threatening some characters or light vehicles in a pinch. I have a bunch of melta shots like any good sisters player, so that shouldn't really be necessary.

I was thinking some death company or sanguinary guard in a vanguard detachment. Probably willing to invest about 750ish points to the cause.

I'll probably be running a battalion on the sisters side, but CP is currently only going to rerolls for acts and denying. Looking at 7 CP minimum, possibly 10.


This vanguard detachment can kill chaff and threaten heavy vehicles, even LOW.

Spoiler:

++ Vanguard Detachment +1CP (Imperium - Blood Angels) [67 PL, 753pts] ++

+ HQ +

Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer

Lemartes [7 PL, 129pts]

+ Elites +

Death Company [18 PL, 165pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword

Death Company [18 PL, 165pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword

Death Company [18 PL, 165pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword

++ Total: [67 PL, 753pts] ++

Created with BattleScribe

   
Made in us
Dakka Veteran




Thanks for the quick feedback! I'll give it a try soon!
   
 
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