Blood Angels SANGUINARY GUARD Review / Tactics – 9th Edition Codex – Warhammer 40k



In this video we review the Sanguinary Guard from the Blood Angels Supplement

—-Become a member of Planet 40k on YouTube—
https://www.youtube.com/channel/UCHhjutyqA1BU0QSpZUVO38g/join

—-Support us on Patreon—-
https://www.patreon.com/Planet40K

—-Discounted Warhammer 40k and gaming products—-
http://elementgames.co.uk/warhammer?d=10501

—-Social Media—-
Twitter: https://twitter.com/Planet_40K
Insta: https://www.instagram.com/planet_40k/

Subscribe to Planet 40k for more Warhammer 40k content!

Email: [email protected]

Source

6 thoughts on “Blood Angels SANGUINARY GUARD Review / Tactics – 9th Edition Codex – Warhammer 40k”

  1. Sanguinary Guard are a fantastic unit, and I expect every single Blood Angels army will take at least one unit. For Blood Angels, I think they're probably verging on a 5, but the fact that they're a little fragile (again, for Space Marines) and can't really effectively take on vehicles makes them maybe a 4.5.

    Reply
  2. I play Blood Angels and agree, that the Sanguinary Guard is a fantastic unit! I usually run them in a 5 man squad and let them deep strike in with the warlord (captain) and try to take out the biggest threat to the rest of my force (preferably have the Sanguinary Guards hitting one target and the captain another, if it is possible to keep the SGs within 6" of the warlord for the bonusses). I always use the Enacarmine Swords since they are free and still hit like a ton of bricks, S5 with a +1 bonus to the wound roll is very, very good IMO. I normally stick to the Angelus Bolt Guns as well to keep the unit cheap. The Angelus Bolt Guns are growing on me as I get better at picking my targets, they have a decent range (especially if the unit comes in via deep strike, but even without that, the SGs have a move of 12", so they can usually get in range) and as long as the unit is in range of the warlord, they make a lot of hits (hitting on 2s and rerolling 1s if the warlord is a captain – just like in melee). Their main weakness is absolutely the lack of an invulnerable save which makes them a high priority target for the opponents high AP shots and the 2W and T4 means that concentrated fire will often see them killed by being forced to take a lot of saves. At least that's my experience with them.

    Reply

Leave a Comment