Sunday, May 1, 2011

Display Cabinet – The Sanguine Warhost

Today’s peek into the Cabinet is at an entire army! 1550 points of golden artificer armour and master crafted power weapons! – Commander Dante’s sanguinary guard is on display today.


Just after the release of the lovely new Blood Angels dolls I bought this army. They were primed with metal as base, and then the gold tone on the armour was created using inks. The fathered wings were taking quite a long time, as each feather had to be painted several times with white to cover the underlying grey colour. as far as I remember I spend at lease half an hour per set of wings!


Army list
HQ: Commander Dante
1 Commander Dante


HQ: The Sanguinor, Exemplar of the Host
1 The Sanguinor, Exemplar of the Host


Troops: Sanguinary Guard
5 Sanguinary Guard with Death Masks, Chapter Banner, 1 x Infernus Pistol


Troops: Sanguinary Guard
5 Sanguinary Guard with Death Masks, Chapter Banner, 2 x Infernus Pistol


Troops: Sanguinary Guard
5 Sanguinary Guard with Death Masks, Chapter Banner, 2 x Infernus Pistol


Elite: Sanguinary Priests (one in each of the Guard squads)
3 Sanguinary Priest in Power Armour with Jump Pack, Plasma Pistols & Power Fists
Total Roster Cost: 1550

Death masks can be removed if game is less than 1500 point, and a furioso dreadnaught in drop-pod can be added if the game is to be 1750 points. With 2+ armour save + FNP roll, the only real danger to these guys comes from plasma and other low AP weapons.

/Nicolai aka Atoom


2 comments:

  1. Nice looking army

    How are you finding it works in games?

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  2. It is a glass hammer army – All squads are point sinks and losses will quickly make an impact on the army. That being said, I think that it is fun because it is fast and furious. Looking at the pro’s, there is the unbeatable 2+ save with FNP and the lots of high strength power weapons that kills anything that is assaulted. On top of that are the 6 melta pistols and a lot of nice little special rules that makes the sanguine a force to be reckoned with.

    There are however some foes that they have a hard time grinding. One is mobs of infantry with hidden power weapons e.g orks led by a claw nob or IG combined mobs with commissar and lots of power weapons. These units can only be beaten if the sanguine squads gang up on them, and that can tie up more than ½ of the army in an assault that takes focus away from other threats. Another problem is mech infantry – It is no problem to pop the transport, but that leaves the infantry spilled out with the initiative in the opponent’s turn. Worst case scenario is an IG veteran squad with 3+ plasma guns in a Chimera or Valkyrie – They can decimate the Sanguine boys quickly.

    Conclusion: This army is a Dark Angels Deathwing army on speed, trading the INV save of the terminator armour for a jump pack – Highly potent, but a disaster if the enemy gets to work his armour negating weapons on you.

    /Nicolai aka Atoom

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