Blemishes on the Armour? - Sanguinary Guard Part 2
Ok in Part one I started the description of Baal's golden guard. Their rules, bit of lore, all good stuff. As promised though, here's part two.
Just to check, It cant be all good though right?
No they do have their weakness. first off, they are not cheap 30 points each, with their bolter variant and either of the power weapons can be steep. Couple this with the fact that when all other marines got a wound push, Sanguinary Guard are still 2 wounds. They also have no invulnerable save, which could cause problems if you cant stick them somewhere safe. In this case, butchering your opponent could be bad, getting left out of cover and engagement range leaves you open to return fire.
The other consideration is you'll want to pick targets carefully. Sure against standard marines and the ilk, as well as hordes, they can go to town. However invulnerable saves such as the Harlequins 4+ can stop a few crucial strikes before they blend you in return, and units with damage reduction such as Dreadnoughts or the ENTIRE Death Guard list will halve your damage potential.
Final verdict then? Would you take them?
If you're building for high combat, then yeah of course. I actually want more of these guys. Add in a Sanguinary Priest with jump pack, maybe make him your Warlord to give you the benefit of an Apothecary (why not make him chief) and the Blood Chalice to give them the benefits of the Assault Doctrine.. oof
I’ve got a single unit at the moment for my Lamenters, oddly enough the easiest thing to paint in that whole chapter as they (in the current lore at least) appear to be the only sons of Baal who sport silver armour and black wings on the Sanguinary Guard.
Ok so its a bit lengthy but as you can probably tell, I enjoyed this one a lot.
Ill be back soon, maybe with a return to the codex, maybe with a non compliance unit. Once the Drukhari codex drops, expect some fun with that as well.













