6th edition sanguinary guard list




















Not the way myself or anyone else has read it, I read it that it means if it has specific rules rather than USRs then yes you would be correct Astaroths Axe but as it's just a master-crafted power weapon, it's a power weapon that gets 1 reroll, that's it.

As it's an Axe it must be classed as so stats wise and therefore strikes at Initiative 1. The crozius got errata'd because a "crozius" is no longer a weapon type. It's impossible to be sure of GW's intentions because they don't follow logical patterns across codices and have different people write FAQ's. Is the I1 on axes so bad though? This is a good assessment however on a character with a base initiative of 6 it kinda sucks a bit to then have to strike at I1.

Dante's initiative is not just about striking in combat though - his granted ability of Hit and Run to him and his unit is based around a high enough initiative to escape from combat. Personally I don't think him striking at I1 is a big deal. And then when Dante does make his attacks, he will be S7 if he charged, and even if he didnt he will be doubling out any T3 models helpfully negating the Dark Eldar's FnP roll as it will be insta-death.

On top of that its AP2, meaning he will be tearing through vehicles and termies and their equivalents! Moving on to Mephiston though - Don't count your chickens yet Shooting plasma at Meph? Powerfist to the face?

Of course for the rare occasion that a woud gets through, once per game you are allowed a single re-roll due to Corbulo's Far-Seeing Eye. For pts you can have an almost indestructable duo :. This was a really great review of all the characters, really enjoyed it. Mephiston cannot gain the advantage of a 'Look Out Sir' because he is not IC, thus he cannot join a unit, thus he will sadly miss out though Definitely want to add him to my list now!!

The only thing he needs is an IC to join him, hence Corbulo :. Meph cannot have anyone with him, I've played several games in 6th with him and he is NOT as good as 5th by far. As far as Commander Dante - he is a beast straight up. Best IC in the game still. ICs rule the battlefield now, LoS is overpowered. Get as many ICs as you can. Feel no Pain is better than it used to be, and Corbulo is straight up broken in 6th edition. Oh yeah At least 3 of you assume he can, there is a reason he cannot or he would be broken.

I have had a couple of play tests against my son's 'Draigo-wing' army since last weekend. Best bit is, because they all still have Halberds and Swords my SG unit have become incredibly survivable, even against elites.

Especially with the concussive rule dropping the unit to WS1 in the following assault phase if one wound gets through from 5 terminators. You could always make the argument that Dante's Axe Mortalis is a unique power weapon by the fact it has a unique name, so you can get the I6 back If the rules specificaly argue against this, i don't know and please tell me either way he can be good if you use him right. Check the FAQ. Sorry, I can't hear you over my awesomeness Well hello!

Its been a while!! In this article I'm going to be discussing my take on how the new edition has affected the blood angels special characters. We all know that blood angels players love their special characters mainly because normal characters suck right?

You get your elites slots free for anything you like. Here's an in depth look, a little spammy, but a nice starting point you can add flavor to! Fill out your troops with assault marines.

A couple squads of 10 of them with the jump packs! Add 1 or 2 sanguinary priests for the survivability. BA are a pretty good mech list, with all the tanks being fast, so get a predator s with autocannon on top, and lascannons on the side.

Also with the buff to fliers- add a stormraven. I know they cost a lot, but it helps Throw a Furioso dread in that, and add a nice hammer unit. Though don't waste too many points. If you go a DC list, IG allies are a fine buy, because they provide you with infantry platoon - a reliable scoring unit. Also, for a laugh, have a one-detachment force with 11 Dreads 3 Dreads, 3 Furiosos, 5 DC Dreads , and laugh your face off when you drop-pod half of them in on turn 1. Now, deep striking a Land raider may sound fun, but is never really worth it in most cases.

Now this only applies to maps with cover and difficult terrain, which tends to be used in games most of the time. If you're playing on open terrain with a large size, this COULD work but then again, you rarely have any room to actually deep strike a land raider into a good flanking position, unless it's late in the game, your opponent poorly deployed his army or your map is ecksbawks huegx2.

Either way, someone's bound to get a laugh out of this. Despite all of this,and you're still sure you want deepstrike a bunch of expensive metal boxes, fill your troop slots with 5 man units of scouts armed with locator beacons.

Again, I'd just like some help either constructing a list or some pointers. Sanguinary Guard are an excellent choice! While I wouldn't use more than 1 Unit of SangGuard because only 1 can take a banner they can still be excellent choices when taking more than 1. Math is a tool for consideration, but by no means the only thing to think about.

Play what you like, or you won't like to play. Personally I love Sang Guard. Always take Dante if you want Sang Guard, might as well make them Troops. Sanguinary Guard are great, I tend to use 2. I keep them cheap, 1 unit with the banner and upgrades, the other no upgrades at all. In 5th ed I ran 4 Sang squads with Dante, two Stormravens and two dreads. I've not tried them in 6th yet as the reserve rules mean I need to overhaul the list. But as already mentioned, you need to be aggressive, get into the enemy fast and start cutting him up.

They are very good in this addition, with a powerful save. Go for one unit in most armies with the chapter banner, two at the most, and as mentioned above, use dante. You could also make a whole army of sanguinary guard with dante which is fun and fluffy, and fairly competitve these days, with stormraven support. Gallery: Iron Warriors Gallery Gallery: Necron Gallery - Army Sold I've played quite a few games with my Sanguinary Guard.

I bring 2 squads of them, 2 assault marine squads, 2 priests, 2 vanguard squads, and Dante. I love the Sanguinary Guard but the problem with them is that they are not as point and clicky as people like. They require a lot of practice with to fully utilize. A common mistake made is when people drop with Dante they land right in front of the enemy guns.

I drop behind LOS blocking terrain. Next turn I'm usually stuck in. I wouldn't buy death-masks unless you have spare points. Power fists and infernus pistols are better. I think a banner is good especially if you are not running "nipple-wing" as it can give you much needed re-rolls to leadership with your assault marines.

Count me in. Dante will make 7 by himself! As a CC unit they are really really good at killing power armored troops and some elite units like terminators.

When fighting against terminators it is very important to fire before charging. Against power armor you will likely wipe the unit. Dakka 5. Member List. Recent Topics.

Top Rated Topics. Forum Tools Forum Tools Search. Sanguinary Guard? Are they worth it? Forum Index » 40K Tactics. Subject: Advert. JohnnoM Frenzied Berserker Terminator. They can be, depending on the army.



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